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#i love his character a lot. but the experience he gave me gameplay wise
aria0fgold · 4 months
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i once tried downloading and using an akechi shimeji but couldn't get the lil guy to work😔now i'm living vicariously through you chronicling your childe shimeji adventures (he's close enough to goro...)
Booo 😔 The Akechi shimeji tho... It's a pity that you couldn't get him to work, though tbf, getting any shimeji to work is a struggle and a half.
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ro-botany · 2 months
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ACTUALLY. ACTUALLY. What are your extended thoughts on Henry's Harvest Scramble with Freddie? Mainly that Freddie has story potential to be a dark mage despite his shit Mag growths? What do you think this says about Freddie and dark magic?
(Link to said conversations, for convenience)
GOOD QUESTION THANK YOU
This conversation is interesting to me because it suggests several story things about dark magic, and about stat growths.
If you have DLC in Awakening, Frederick can reclass into precisely one tome-wielding class: Dread Fighter. (I know all male characters in Awakening can reclass to that, hush)
Of course, his magic growths are dogshit - as a dread fighter he jumps from 10% to 20% magic growth but like still - and he's got a -2 magic cap modifier. Getting his magic stat up so he can deal good damage with tomes is fighting a steep uphill battle, hours of work for something that a lot of more magically inclined characters are going to give you much better returns on.
But see. He's not incapable of magic. And it's not impossible to get him to a pretty decent magic stat; it'll be the last of his stats to reach cap, but if you put the work in, you theoretically could get that stat up there.
So we know for a gameplay-supported fact that Henry isn't lying when he says Frederick could make a decent mage. Given enough time and enough reclassing, he could. And what that suggests to me is that while stats are in part a reflection of one's natural and capabilities (cap modifiers), they're at least in part a function of a character's personality, interests, and what they're naturally talented at (growth rates).
If Frederick has low magic growths, story-wise that must at least in part be because magic is not something he's particularly interested in pursuing. He's a knight. A knight is all he really wants to be. So he pours his effort into acquiring the strength and melee combat skills that a knight needs to succeed.
Given sufficient motivation to pursue magic, it's possible he gets quite good at it, though. When you reclass him to Dread Fighter his magic growth doubles! If we gave him story reasons to take all that overachiever energy of his and direct it right at magic then I'm willing to bet that magic growth rate skyrockets.
Henry makes an interesting point about dark magic specifically; he suggests that to be truly good at dark magic, you need to be drawing on some kind of inner darkness when casting. Henry, presumably, fully indulges in his love of bloodshed when he's slinging spells... And he suggests that for Frederick, a desire to help others that spills over into self-destructiveness is a strongly dark trait, strong enough to fuel dark magic, if you can finely control how hard you lean into it.
I don't know if it would necessarily be healthy to encourage Fred to be even more of a self destructive workaholic... But the dark arts expert says Fred's got untapped talent for the dark arts, and leaning on how much he wants to protect people is a great way to motivate him into learning anything, magic included, so everything seems in order to me!
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Now here's the part where I dive into the headcanon deep end. >:D
I don't know if Frederick would actually want to take Henry up on his offer, because dark magic doesn't seem particularly his style... Nonetheless, it's really fun to consider the precise form that Frederick's usage of the dark arts might end up being if he were to pursue it. How he might incorporate it into his fighting style... You can do some really fun shit with a man who's got a lot of melee combat experience, and who fuels his dark arts fuelled with a self-destructive desire to protect.
This is a weird example but the direction my mind instantly goes is to Kingdom Hearts 3's Rage Form mechanics. Sora is already a guy who sacrifices his well-being for the benefit of others, and Rage Form is one of the more direct ways that manifests; it lets him sacrifice his own HP to raise his attack power.
So. Steeples hands. Frederick but we make him a blood mage. He's sapping chunks of his own HP to enchant his melee weapons to do absolutely monstrous amounts of damage to whatever he hits for a few turns. Or hell, make it a fucked up healing spell. Saps his own health to heal others. Or maybe he learns to do both!
It's edgy as hell. It's reasonably in character. It's COOL. It's perfect. But also get him therapy and a stack of vulneraries while you're at it cause this is by definition terrible for his health.
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melloggd · 6 months
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Review: Phoenix Wright: Ace Attorney - Dual Destinies
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Capcom • Capcom • 2013 • Nintendo 3DS Read it on Backloggd: (x)
As fans of the series are likely well aware, this fifth game marked the point when a new team took over Shu Takumi's darling mainline series of murder-mystery games. Takumi was preoccupied with Ghost Trick, the Professor Layton crossover game, and later Great Ace Attorney, and the team he previously led for the series' fourth game had kind of just dissolved after finishing up. So, the team behind the spinoff Ace Attorney Investigations duology ended up taking the reigns of the main series. What this boils down to is, that this marked the first time that two different teams were making Ace Attorney games in parallel with one another: The Investigations team now making this game, led by Takeshi Yamazaki, and Takumi's team releasing The Great Ace Attorney just two years later.
The reason for leading with this context, is because I find the contrast between these games to be inherently fascinating. That despite being fundamentally "the same kind of game" they had such different directions as to lead to two wholly different experiences for wholly different players.
Looking at Takumi's games and history in interviews, its clear to me that he values "The Puzzle" above all else (he IS a magician in training, fun fact!). The feeling of working things out in your head, drawing conclusions wholly on your own and submitting your answer to see the game react in amazement at your ability. Ghost Trick and the existence of Herlock Sholmes in general make this the most apparent, but in my eyes "The Puzzle" is only a piece of what makes Ace Attorney what it is, and it is only thanks to Takumi's direction that it has become a focus in his games.
All this build-up, is just to say this: Yes, Dual Destinies easily has the least interesting gameplay in the series. Yes, it will often make it plainly obvious what the solution to a puzzle is, moments before its time to submit the answer. BUT: I believe this is because Yamazaki's priorities were elsewhere in production. In my eyes, Dual Destinies focuses far more on its own narrative, mysteries and character drama than it does puzzle-solving, detective sleuthing and experimenting with game mechanics. This in my eyes is neither "better" nor "worse": Its just the result of a CHANGE in direction. But it IS a change that happens to be to my preference.
For instance: There's no Soseki Natsume-type case here that, as Takumi loves to do, exists SOLELY to be a fun puzzle to unravel. Instead every case feels as if it has more of a point to it narratively, having them all fit together well thematically. Characters return, dynamics are explored, themes reinforced in interesting ways and generally I rarely got the sense that--story-wise-- my time was being wasted with any of the cases I was playing. This was an issue I felt plagued AA3, despite its attempt to be dramatic and conclusive. Its mainly because of this new direction that I feel Case 2 in this game is the worst one: It seems intentionally set up like a "puzzle-box" mystery typical of the most devious puzzles in AA1-3, yet as I've explained that kind of focus is not one Dual Destinies typically wants to have.
Because of the baggage that both the series' prior game and Capcom high-ups gave the team, Dual Destinies' story was almost destined to be one that attempted a lot of things, yet I don't think I could have predicted that it'd pull those things and more off...surprisingly well. I know the whole "Dark Age of the law" setting has been derided by a lot of fans, but what I found especially commendable with this direction was that they used it as a tool to go in and clean up a lot of things that...Apollo Justice just kind of handwaved away. Like...if Phoenix was disbarred and shunned away from the law world for seven years, how was he able to set up all that he does to take down Kristoph in the end of Apollo Justice, including the debut of the wholly untested Jury system? Why was Phoenix so casually doing extremely shady things both in the development of this system and while in court in Case 1? And, of course: Why was a supposedly story about Apollo becoming the new face of Justice instead written to secretly be about Phoenix being this mastermind?
By retroactively framing Apollo Justice as ALSO taking place during this Dark Age, suddenly things begin to click: Apollo defending nothing but criminals in that game becomes more than a neat coincidence, and Case 3 in that game suddenly becomes more about showing that corruption. The grimy world of Apollo Justice aside, I find all the cases in Dual Destinies in some subtle way show how the perception of the law has changed (which is a big part as to why Case 3 is my favorite in the game). The world itself hasn't changed: People's perception of it has. Culprits commit crimes not because they're in a position of power to where they're able to get away with it (AA1) or because they seek revenge (AA2), but simply because they now feel its the easiest way to solve their situation: because the current law system will not catch or punish them. Kristoph in AA4 is an excellent, shining example of this, going to lunatic lengths to commit a crime because he knows that a law world run the way it is in this age will never catch him.
Dual Destinies shows a world where people see little benefit in being truthful, because their "champions of truth" in the most recent times were also the ones who used fake evidence in a murder trial, who defended nothing but criminals for a whole game's time, who deprioritized their duty as a lawyer over playing in a rock band - and one of them was even convicted of murder themselves.
That's a really cool yet understated part of Dual Destinies: Almost every character, new or old, are hiding away the truth or their true selves, not because they have done anything, but because they are afraid of what will happen once that truth is revealed. They're scared of what honesty will do to themselves, their relationships, and their careers, and instead keep it to themselves. Because to them, what happened to Phoenix, their guiding light in an unjust world, seven years ago, was the truth about him coming out, and as soon as it did his career and public perception of the law plummeted. This feeds into Blackquill's backstory as well and how he willingly turned himself in as a murderer, rather than having him be exposed: The moment these guardians of the law world come clean about their honest nature, the world came crumbling down, thus a world of secrecy and distrust was seen as the only way to live.
In terms of playable characters, I feel like the 3DS Home Menu diorama best showcases the game's direction: With Phoenix's story now told (and told again) with AA1-4, and Apollo having been introduced, its his and Athena's story now being told with Phoenix as mentor and motivation. Apollo and Athena are shown fighting in court, with Phoenix at home in the office. This is even reflected in the ending cutscene of the game, with Apollo and Athena being the ones celebrating as Phoenix just watches and smiles. The Dual Destinies the title is referring to is the two young lawyers overcoming their inner doubts and no longer hiding from the truth, no matter how scary it may sound, thanks to the help of their mentor, channeling Mia's positive mentorship.
I've heard people (mainly Athena fans) say the game feels crowded because of the trio-setup, but I find everyone gets a very comfortable slot in to tell the cohesive story. Phoenix is a passive figure as the plot delves into Athena's life alongside Apollo's inner turmoil. Given that AA4 didnt really...establish much of any goal for Apollo beyond meaningless family relations, this game works as a springboard for him, with a character moment so perfectly executed and befitting of him that he shot to the top of character popularity polls after launch. Following AA4 up with another game just starring Phoenix and Apollo and..."exploring" those family relations could've been a safe and easy direction to go in, yet Yamazaki's team committed to an ambitious idea of two kinds of character growth: DUAL DESTINIES, so to speak.
This is why I don’t mind Apollo’s “new backstory” in this game being so brief and, in a sense, discardable. Because the point of the backstory is to drive his actions and growth as a character: Not to give him a goal to pursue. You aren't meant to sympathize with him on a personal, "I-knew-how-good-of-a-guy-your-friend-was" level, because you're just observing the mental effects its having on Apollo, and trying to help him from the perspective of two people who really don't know the pain he's going through. Its what starts his internal turmoil and it does that well.
And putting a bow atop of it all is presentation that feels almost a cut above Ace Attorneys typical stellar pedigree: The composer of AA3 paired with the sound director of AA4 leads to whats pretty easily my favorite sound in the series, narrowly beating Great Ace Attorney purely by the element of variety. One of my biggest issues with AA4 was just how...dislikable a lot of the interacting cast was (again, is retroactively made more interesting with the Dark Age framing), and Dual Destinies remedies this with some absolute top-of-the-line new favorites (Simon + Case 3 my beloved) All the characters animate beautifully, and I admire the restrictions the team placed on themselves regardless: Characters like Filch and Fulbright will still snap to animations to retain the snappy timing of the original games, something I felt The Great Ace Attorney was comparatively lacking in due to reliance of "natural" motion-capture.
But then we come back to that point, that interesting contrast in direction: The Great Ace Attorney’s character models have far more detail and a whole new sense of fluidity, giving it more of a sophisticated feel, wheras Dual Destinies’ more simple designs and harsh cuts lend themselves to a different vibe altogether. The game’s anime cutscenes are a great example of this. The simpler designs lend themselves nicely to the occasional shift, and it does wonders to help drive the story. TGAA gets half as much cutscene runtime and accomplishes precious little with it, mostly just feeling jarring and out of place; Again, different direction.
So let's summarize: A fantastic story that retroactively makes the Ace Attorney game I have the most issues with click better and established three Top-5 favorite characters, paired with the best soundtrack in the series and a really nice visual direction for the mainline AA series. And crucially, while as I explained before the game fumbles in puzzle design, it NEVER shows its hand too early. This is my distinction between “the puzzle” mentioned earlier and "the mystery”, and the mystery is always excellently paced out across each case whilst driving a good story to boot. The points at which the game nudges you toward what to pick aren’t several steps before said event occurs, but rather often right after a major new unveiling has happened within the story. THIS is why the handholdy design doesn’t bother me.
Neither Takumi or Yamazaki had an easy task on their hands. Takumi had to introduce and build a whole new world, knowing full well it and its new characters, story and games would likely always live in the shadow of what would occur in the mainline series. Yamazaki, on the other hand, had to tie together the tangled web that Apollo Justice established, and carry the torch of the mainline series forward with a wholly new team with a distinct new flavor for the series, whilst also making an impactful game in its own right for both new fans and old. The results of both efforts are ones that, in a way falter where the other succeeds. Dual Destinies just so happened to land on the side of the pond that I happen to vibe just a bit more with, with all due respect paid to Takumi’s equally impressive effort.
I feel its best summarized with this: TGAA’s new mechanics like the Jury and Herlock Deductions lead to deviously clever puzzles and fun character interaction. AA5’s Percieve/Mood Matrix are very lacking in substance, yet are both used to pull some of the series’ best storybeats with incredibly satisfying ludonarrative harmony. And just the fact that Dual Destinies even HAS those abilities, on top of it all, to me speaks volumes on how passionate the team was to honor and respect the old, push forward with the new, and give it their all.
[Playtime: 35 hours] [Key Word: Admirable]
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mudora · 1 year
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So, as I said, I finished Tears of the Kingdom. And I do have feelings on it! A lot of good feelings, though.  Hilariously, I sort of think Tears of the Kingdom was the Skyward Sword that Nintendo  wanted to make, but couldn’t due to the Wii’s limitations among other things. Many of you already know my dislike of Skyward Sword is -very high- due to the story making -little- impact in terms of overall quality, and the fact the game is highly repetitive. There’s some good concepts in it, but if I were to score that game individually amongst it’s peers, it is the absolute lowest on my list.  Tears of the Kingdom has a lot of similarities to Skyward Sword, in terms of narrative though done about 8000000% better then what SS could provide. Mostly because of two things:  1. Scope 2. Tears of the Kingdom is a Sequel  For example, I don’t think Majora’s Mask would hit as hard if you didn’t also play Ocarina of Time. Both are amazing games in their own right, with their own themes and motifs. But together is where they work best, because the overall narrative rhymes. They resonate with one another - as they should. Breath of the Wild and Tears of the Kingdom are the same way.  Did you have to play the previous game to enjoy the sequel? No, certainly not. But I think you get more out of the experience if you do. I even argue that BotW and ToTK Rhyme far more then OOT and MM do. And if you combine the two games to tell one story, you have a pretty good set of games that have the time to get into Character Growth, World Building, and setting up pieces of narrative that actually matter and are emotionally rewarding, rather then relying on emotionally manipulative writing to make you feel a certain way at certain point in time. You also get the pure option of not even touching ON the story if you don’t want to, and the game experience can honestly be as short or long as you require  it.  Gameplay wise, I enjoyed both BoTW and ToTK, but the gameplay is far more enjoyable in ToTK,  mostly due to the fact that you can just get hours of playtime literally fooling around in a giant sandbox, and nobody tells you the words *no*. Both games have really really good quality control, so you know what will work and what won’t within a pretty quick time frame. When the dungeon experience is the entire -world- rather then just set locations, it opens up a lot of amazing and wonderous possibilities for the future of the Zelda series. And that’s what I was looking for.  Also I’m not talking about the timeline, because I never talk about the timeline and ultimately it doesn’t really even matter narratively speaking. What matters most here, in my opinion, is that this set of Zelda games retains what  makes Zelda *good* to play, and also gives us a wonderful set of characters to smooch over. Not only do we get to interact with them, but then they BECOME SAGES AND THEN WALK WITH YOU AND ITS GREAT???? Because I’ve been DYING for that feature since Wind Waker gave you the buddy system. It’s obviously not quite the same, but the fact Link isn’t alone in his adventure in ToTK is just... chef’s kiss. The system has flaws gameplay wise, but I love me and little army of buds. But yeah. My general thoughts. Also BoTW/ToTK zelda is easily one of the best, and how hard she’s willing to go for he Kingdom is -legit-. 
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stgroversfire · 10 months
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LOOOONG fnaf sb ruin post here. lots of criticism and thoughts no one cares about, and of course spoilers.
take it all with a grain of salt, because while i know a lot about the story, i'm a 23 year old that got into the franchise 8 years ago and i havent actively kept up with the lore since fnaf 6.
and because in researching more for this post i found out there's key lore points in the fucking books and i'm not reading a glorified manual to understand the story of a game i paid 40 bucks for.
i want to be kinder to fnaf sb ruin, but i still feel disappointed.
from a gameplay standpoint, it was, of course, a VASTLY improved game. this is a tumblr post not a review, so i'll keep it short, but by god did the dlc actually have intention and vision that the original lacked, with a lot less bugs (more than i find acceptable, but the bar was low here so i'm taking the W). the core gameplay mechanics actually felt like they belonged in the game and made the experience better, and this free dlc went a long way to making sb's $40 price tag closer to worth it.
the atmosphere was stunning to me- much creepier and like it actually belonged in a horror game. the free roam aspect being less painfully redundant and more linear was a great improvement for player experience. the AR mechanic was maybe a touch cluttered, but i still loved it and was glad to see creative ideas implemented without obvious scope creep.
story wise... well, i'm quite sure i must be missing something. after sb i had so many questions, and i think like one of them is answered. there's something to be said about fnaf sticking to its guns and keeping a lot of lore up to speculation, but i haven't fully grasped what the fuck is happening since pizzeria sim.
it's probably a bit soon after release to be shitting on the story but uh. i still don't know who tf gregory is or his relevancy to the plot. i don't know who cassie is or her relevancy to the plot. i liked her character but it felt like a skeleton of a story. every relationship felt too threadbare to justify character actions (although retrospectively there is something to be said about the actions of children being impulsive). and while it's not inherently bad, i personally don't love every piece of her backstory being some one off line that is never explored (i.e. paraphrasing "this faz wrench is like my dads!" and "maybe your friends will come next time").
i was fascinated by the mimic as an antagonist, and relieved to see anyone but springtrap, but having to google who he was and why he randomly changed forms in the scooper ending (??? did i miss something?) to understand the dlc kind of killed a lot of excitement for me. really great design though, and even if it was a bit obvious i enjoyed the whole mimicking gregory thing.
as for the endings: i'm a bit confused as to why gregory would frantically try to save cassie, only to attempt to kill her off. i'm also not sure why he knows about the mimic in the first place. i have my own theories, sure, but speculation doesn't mean much when the concrete scenes we got gave us nothing. i really wanted more information on gregory and frustratingly ended with more goddamned questions. the scooper ending was cool, even if it confused the shit outta me. fredbear ending was uh. actually very creepy to me and probably my favorite of the bunch. the dichotomy of the cheery music and graphics vs cassie's terrified breathing was creepy af and i wish that wasn't just the joke ending.
i'm losing steam here so i'll try to wrap up. all in all, i went into ruin mostly blind and was really hoping for any kind of wrap up on who gregory is (adding here that im now aware that's in the books, but i really really hate the idea of supplemental paid reading for a paid video game), and while i don't hate cassie, i was a little disappointed to see any expansion on the original story. the gameplay was such a different and improved experience i can't believe it came from the same studio.
and despite me absolutely ripping into this thing, i'm really excited to see more from steel wool and scott. help wanted 2 should be a much less disjointed experience, with some really cool tie ins to vanny (if i understand the lore at all)
EDIT: I FORGOT ABOUT THE VANNI SYSTEM. the bunny enemy was very fucking well designed, made complete sense with the story while also preventing the player from staying in AR too long, and fixed a lot of what made the original animatronic AIs feel extremely janky. that creepy bunny guy takes the game from like. a 5/10 to a 7/10.
if you made it this far i'm sorry you read all that and i hope your day is as wonderful as you are, much love.
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sleeplessadhara · 1 year
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Zelda Tears of the Kingdom Spoilers (my thoughts)
Firstly, I'm so, so happy I was able to play this game without spoiling myself and I went full on blind. I think that made the whole experience more enjoyable and magical for me.
The first minutes of the game I was already hooked, and I wanted to know more, who were the Zonnai? What are they? Were they godly entities, product of Hylia? Were they equal to her?
And then Ganondorf appeared, in his skeletal glory. I wasn't expecting Link to literally lose his arm and to almost die, and It was so unexpected that Zelda went back to the past too.
Gameplay
Gameplay wise, the controls felt mostly like BOTW, although at first I found it kinda tricky remembering the ultrahand controls and stuff, but after a few hours of playing I got used to it.
The difficulty of the enemies isn't SUPER hard, but it took me a few hours to learn again how to fight them without dying constantly (i was very rusty).
Next, I like that like in BOTW, they give you freedom to explore the First Sky Island to find more context, and history behind the Zonnai and Rauru. It was heartwarming to see Rauru observing the golems on their daily jobs, and listen to him while he said how he cherished them, or felt bad for them.
It was as if the golems weren't just plain old useless NPC's, and they had actual depth. I love the golems fr.
I also wanted to add that despite the game letting you roam about at your will, it also gives you lots of clues and tips on where to go next. I never felt lost at all.
Graphics and Visuals
Like BOTW, Tears of The Kingdom is a beautiful game. The scenery, the ambient, the backgrounds, it felt like I was truly walking on a Kingdom that was being rebuilt. The sky islands felt heavenly, but at the same time as if they were once occupied by people. And the Abyss... just wow. I was scared the first time I went down there.
Sound and Music
I'm sorry folks, I'm going to rant so much.
The music used on this game, are so smartly and beautifully crafted, you can't even imagine. From moment 1, it helps you get into the game and story.
I just loved hearing the songs and then, unexpectedly... BOOM. I could hear fragments of songs from other Zelda games. I also love how the songs match perfectly every single place, boss, cutscene, etc.
Not only that, but I think one of my favorite songs was the one that plays when fighting against Colgera. I wasn't expecting such a beautiful and epic music at that moment, and the gasp I let out while I was fighting the thing almost made me die. (I love how the characters advise you to visit first Rito village. It surely was worth it, and it's a direct punch to your heart by nostalgia).
Another song I loved was Sidon's theme. To me, the song felt more soft compared with BOTW, but at the end, it peaks up amazingly. It gave me the vibes that tells the story of how Sidon lost some of his courage in fear of losing his people, and then he regains it when Yona gives him a speech to push him to do the right thing.
Lastly, another thing I loved was how they mixed some of the songs with the music that play when you are near one of the dragons??? In the final battle that killed me, it was amazing.
The Voice Acting was on point too, I loved Sonnia's voice from the very beginning, it was so soft and warm, but when it needed to be, she was sharp and- yeah.
Story and Narrative
I think the story of TOTK is satisfying. I loved how at first we have no clue of what is happening, and as we go collecting the pieces of the puzzle, we can make our own conclusions until the story is explained to us.
I wasn't expecting Zelda to become a dragon, at all.
When I first saw the Light Dragon, I thought it was an addition, maybe related to a side-quest or something. But wow. When the dots connected, pain.
I thought for real that we wouldn't be able to bring back Zelda to her original form, and I cried a lot when I finished the Tears of the Dragon quest. The cutscene was heartbreaking.
When the music stops, and then starts again super loud, with an orchestral/choral version of Zelda's Lullaby, it made me feel that was she doing was something that there was no turning back from. An act of a princess who wanted nothing else than to help her people, but at the same time, being afraid of losing herself to the Draconian power.
She legit felt as if she was in great pain, and the scream she let out when transforming into the Light Dragon... and when she flew to the clouds vanishing while the Sages watched from afar her sacrifice... I lost it.
Anyway, moving on.
I also loved traveling to the different regions, where lots of things changed, and the Newer Sages had also some personality growth through the story.
One thing that disappointed me was that they barely talked about the Four Champions of BOTW. (When I saw that they changed Mipha's statue, I got so mad. Until I saw they made a zone in her memory, then I calmed down).
But, what happened to the Divine Beasts? Did they disappear to thin air? Is there a side-quest that explains what happened to them?? I don't know.
It just felt as if they never existed at all.
Next, I wanted to talk about the Final Boss.
It was really an improvement from BOTW, it felt as if I was truly fighting SOMEONE, when Ganondorf dodged my sword I was surprised. (I think it's not the first time they do this, but anyways, it's a good touch).
It also caught me off guard when he transformed into a dragon too, but at that moment I realized that maybe Zelda could come and help us. Which she did, and I'm so glad it happened.
Maybe the Dragon Ganon was an easy fight, but I don't care, I enjoyed every second of it: Zelda picking me up before I fell to my death, her dodging Ganon's attacks... It just felt right.
One thing I am kinda disappointed about the ending, was that Zelda didn't become the Queen of Hyrule.
On the other hand, I also would have loved to see Zelda return to Hateno Village and reunite with her students.
The students of the school she founded loved Zelda so much. They even made drawings of her!! And she had them displayed on her house and studying room!!!
Conclusion
I loved this game so much, every moment of it felt magical. I fell in love with the new characters, they had so much personality! They felt alive.
I don't think I can stress this enough, but Tears of the Kingdom is a masterpiece to me. I wish I could erase my memories and play it again for the first time.
This is a long rant that I had to let out of my system, I apologize for that.
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randomnameless · 3 years
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I write and write and make comparisons between a swimsuit and themes like tolerance and freedom,
But in this fandom, some people draw more dubious comparisons, especially ones regarding a certain game - and I warned (who?) at the beginning of the FE16 trend that while it wanted to have a Jugdral flair, it obviously failed. You have a sprinkle of Jugdral in FE16, but it’s only a surface image, or even a mirage.
“CrEsT SyStEM”? Holy Blood? No, those comparisons at least were made in good faith and had some merits.
One of the worst comparisons was noted by several friends, a certain someone, wanting to push a certain ship involving a certain character, managed to write :
“Every route makes one villain from Genealogy of the Holy War the hero, Edelgard being Arvis, Dimitri being Eldigan, Claude being Travant and Rhea being Manfroy”
:(
This will not be a post about Manfroy’s hips, you are warned
Who is Eldigan (Eldie)?
A man who is the carrier of Hezul’s holy blood, Hezul being the founder of Augstria, a sovereign state. Everyone loves Eldie, he is good-looking, strong, kind, chivalrous and has the magic blood that makes him able to use his magic sword.
Is he the King of Agustria? No.
The King is a man named Chagall, who has an ugly sprite, doesn’t have Hezul’s magic blood and cannot use the magic sword. He also killed his father, and is really jealous of Eldie.
However, Eldie’s line (House Nodion) has sworn to support the royal line of Augustria (Chagall’s), so even if everyone wants Eldie to ascend to the throne, he will never accept it. Even if Chagall pisses on him, or imprisons him because he felt like it, Eldie will not rebel against his King. Eldie is seen as a Camus, because he will fight and die for Chagall, and his country, when Sigurd is... more or less attacking Chagall (because Sigurd’s forces are occupying Augstria and Sigurd’s orders are to bring peace to the land, Chagall doesn’t want peace and wants to fight to retake his throne). If everything ends well, Eldie will promise Sigurd he will try to talk one last time his king, try to convince him to accept a ceasefire and peace with Granvalle - but Chagall is an ass and beheads Eldie.
Dimitri... isn’t like Eldigan, at all. First of all, Dimitri is supposed to be the crown Prince, instead of being a mere knight sworn to serve the royal family. Secondly, Dimitri doesn’t die because his liege beheads him - Edelgard will never be his liege - he dies either by defending his borders against someone who is bringing war to his lands and wants his head, or he dies because he pursues Edelgard in a three way battle in Gronder.
We do not know what Rufus is like to his nephew, but I am pretty sure he is no Chagall.
The only common points Eldie and Dimitri have is their blond hair, and sometimes, their manner of death. there is also something about bonds with their sisters but we’re not here for that
Who is Travant?
Travant is the King of the Thracian Kingdom, a proto Nohr-like place, where farming is difficult, and the people living there are starving and often turn to banditry or become mercenaries to be able to earn some money.
Thracia’s neighbour, the Manster District (Manster) could export food to Thracia... but they do not, because, well, the people in charge of the Manster District do not like Thracians a lot (and use slurs to talk about them, but Quan is a special character). So Thracians raid the border, with hopes to reunite the peninsula, with the dream that, one day, they will seize the arable lands in the North.
Travant has an infamous line, which more or less went like “I will unite the peninsula for the sake of my people, and if that process dooms me to hell then so be it”.
And to hell he will go, because by Jugdral standards, ambushing Quan and his family in a desert (horses cannot move in sand, another example of gameplay and story integration!) with horseslayers, is despicable, especially since he leaves no one alive, even, apparently, killing Quan’s young daughter Altena.
(Travant ranks pretty high in the douchebag ladder).
With time, Altena grows, unaware that Travant, who adopted her, isn’t her real Father, Quan was. Things happen, Altena discovers the truth, and Travant finally achieves his dream by making a suicidal charge against Seliph’s forces (he doesn’t even bring his magic lance to the fight!), with him dead, finally, the peninsula can be united under one leader.
Claude? Also has a wyvern. And comes from another land than our hero (but which one?). And... that’s all.
If Almyra raids every sunday, it is not because they are starving, but because they are doing it, per Cyril, for funsies. Claude pretends to be a schemer and underhanded, but he never does something on the scale of the Yied Ambush (the moment where Travant pulled out the horseslayers against Quan). Claude never takes a child hostage, and never orders his daughter to punish civilians.
If Claude wants to unite the two countries, it is not because he wants his people to finally leave their life as mercenaries and bandits behind, but because he wants people to understand each other.
Edit because I’m sleeping : Travant will die for his dream. Claude... always survive. Always. I am not saying he doesn’t believe in it, but he is not as desperate as Travant is.
Comparing Claude to Travant is like comparing... Virion to Iago. They are both male with long hair, and pretend to scheme. Bar that? Well... they both have hands...? I guess?
Who is Manfroy?
Manfroy is... both a mastermind and a plothole.
Manfroy was the one in the shadows engineering a war in Jugdral, not because he likes wars, nope, but because he wanted political instability to recreate the Loptyr Empire.
He will help a douchebag to conquer the world, and use him to sire Julius, the only person in Jugdral who can become a host for the dark dragon Loptyr. The last time Loptyr was there... well, apparently it wasn’t roses and sunshines, slavery was rampant and citizens were pitted against each other to make sure the strongest ones would become citizens of the Empire.
Why Manfroy does this? It depends on the sources, but it is heavily implied Manfroy is part of a sect (sect as in group of people practicing a religion, here the Loptyr religion/cult) persecuted by a lot of people in Jugdral - to the point where Agustrians were having witches hunts to chase them. Manfroy and his followers escaped the the Yied desert, touted to be an inhospitable land. His people had no where and no one to turn to, so they prayed to their God Loptyr (who doesn’t give 3 figs about them).
Manfroy is thus the Archbishop of the Loptyr Church. He also killed his son in law, for some reason, and planned to turn his granddaughter in a zombie. Manfroy also supports (and conducts?) the child hunts, basically the plot in the second part of FE4 and FE5 where the Granvalle Empire and the members of the Loptyr Church round up children, take them from their families (sometimes by killing said families) to send them to Granvalle, with the highly suggested goal of sacrificing them one way or another to Loptyr.
On the not-so bright side, Manfroy doesn’t kill Julia - when Loptyr/Julius expressly asking him to do so, because Julia is the only person, story-wise, able to kill him.
What a guy! 
Now, Rhea?
There are some comparisons to be made, unlike Claude and Dimitri, but again, it reinforces how they could be seen as foils.
Rhea? Yes, also engineers the birth of a vessel.
However, unlike Manfroy who “forced” Arvis and Deirdre to marry and have a baby, Byleth’s birth, born from the union of Jeralt and Sitri, was completely unexpected. There is no trace in canon of Rhea arranging Jeralt and Sitri’s meeting, and future wedding.
Rhea? Also wants her granddaughter to “die”?
Well, not this one, since Rhea thinks Billy is actually an amnesiac Sothis. Billy would just recover their memories.
Rhea? Doesn’t start a war to build her Sothis vessel. Hell, the DLC is about her previous experiment to resurrect her mother - it was a failure, but someone supposes she fails because she did not want to bleed dry the Four Apostles. Rhea wishes to resurrect a benevolent Goddess (when Manfroy knows Loptyr is... far from benevolent) but will not kill to do so.
Sitri? Asked her to save Billy, by offering her own life.
The most interesting foil though is... how Rhea and Manfroy both belong to a community that was persecuted by others, the people they are supposed to live with.
Manfroy? Went the “if the world hates me, then I will hate it and burn it down” route.
Rhea? Doesn’t want to kill humans, hell, she and her brother disagreed because she didn’t want to kill children of the people who wronged her! She opens a monastery and offers guidance to anyone who needs it, a shelter for the needy and tries her best to protect peace and the humans living under her care.
They could have followed the same path, but didn’t. Manfroy rounds children to kill them, Rhea offers a new home to children who lost theirs.
They can also be compared with their “welp” points, Rhea gave CF!Billy the means to destroy her, just like Manfroy “forgot” to kill Julia - and yet, again, it is different. Rhea trusted Billy and never wanted to use them as a tool, in the other routes, it is because she trusted Billy with “those means” that Billy is able to save the world. Manfroy? Berserks Julia, wishes to use her as a tool and suffers when she regains some agency and beats her brother. But even without Manfroy, Julia would have recovered the Book of Naga to end Loptyr.
Rhea and Manfroy are definitely not parallels, but foils.
And the best for the end...
Who is Arvis?
Well... to summarise Arvis in a few words...
it’s impossible.
So, Arvis is the descendant of one Jugdral’s God-Crusader, Fjalar. Arvis is very proud of his heritage, but he also bears Loptyr blood, through his Mother. And yet, since the Loptry blood exists thanks to Saint Maira - the brother of the Loptry Host of that time, Emperor Galle, who rebelled and helped the Crusaders - he is also very proud of this heritage and his two brands.
Arvis’s familial history is a mess, his father was a womanizer and his mother abandoned him (which might have fueled his Freudian complex?). When his Father died, he exiled all of his bastard siblings, bar Azelle (his bastard half-brother, sired to his mother’s favorite maid). Arvis apparently wasn’t interested in women before he met Deirdre and fell in love with her...
But he had time to sire a bastard (on his best friend and confidante).
Arvis wants to build a world free of prejudice and oppression, and wants to build it by... associating with Manfroy, who blackmails him about his Loptyr blood (if Arvis is proud of his Loptry blood, sadly the Agustrian witch hunts are still a thing, and it will not be well seen in Granvalle’s nobility); however, he made it clear, to Manfroy himself, that he will never allow another Loptry Empire to be reborn. Arvis thus uses hiw fellow Dukes Reptor and Langobalt to set up a coup against Prince Kurth (the Prince of Granvalle) to kill him. Arvis grows close to Kurth’s father, Azmur and more or lesses takes care of everything in Granvalle, since Kurth has no heir left.
And, by chance, Deirdre, Kurth’s bastard daughter, thus rightful Princess of Granvalle, appears at his door. She bears the mark of Naga (the special blood of the Crusader Heim), so they marry, and if they have a son, their son will rule over Granvalle, Arvis acts as a regent until then.
(women can’t rule shit in Jugdral)
Then what? His plan is set into motion, all Granvalle Dukes die, he and Sigurd (plus his pals) are the only ones left, Sigurd dies after being lured to a welcoming party, and Arvis becomes the last man standing able to rule Granvalle, who became, through his plans and treacheries through the 1st gen, an Empire.
(and then his son becomes a Loptyr host, vaporises his mom and makes his sister disappear, wrestles power from him and he is reduced to a sad state (oldvis). He makes a last stand against Seliph, after delivering him Sigurd’s magic sword, and dies.)
Okay.
So, now, Edel.
Arvis managed to become the ruling... person in Granvalle by eliminating all of his rivals, and securing a nice marriage. Edel becomes Emperor... because Ionius gave her his crown, as her father.
So they do not rise to power the same way.
Edel never talks about her brands, but Arvis is proud to bear them and proud of his ancestors. Judging by how Edel speaks of Wilhelm I as a traitor who sold humanity to creatures, I am not sure she is proud to bear his blood.
Also, while Edelgard is extremely prejudiced against Nabateans, Arvis wishes to create a world... free of prejudice (his actions though...). He does not mind Manfroy preaching his stuff, when Edelgard will not allow anyone to follow the Seiros faith (friends put it better, but in several routes, the people who were followers of the Church of Seiros are missing in Adrestia...).
While both Edel and Arvis think they are making “sacrifices” for the greater good, as pointed out earlier, this greater good is different. They both ally with a death cult, but Arvis is naive enough to think Manfroy will not backstab him - he even wishes for him to preach his nonsense freely. Edelgard has been hell bent since day 1 on getting rid of Thales and friends.
By the time Arvis learns of the child hunts and Julius’s nonsense... he wants to stop it. He is however powerless to do so (or so we think! Apparently he and Ishtar managed to hide every children captured in a castle!) but, at least, he tried to do something.
Crest Beasts... are still used, no matter the path, and even after Edelgard became Emperor.
Now, if Manfroy had to capture children and round them up for execution to make sure Arvis would become Emperor, would Arvis have supported him? I... don’t think so. If children were captured during Arvis’s conquest of the world and it was a “necessary evil”, would Arvis have accepted it? We don’t know. Prideful as he is, I don’t think he would have agreed.
(which is all kinds of wrong, the man can start wars and backstab friends, allies and turn his own brother to ashes, but hunting children is too much? Meh. And yet, Manfroy mentions something about his ways and his pride being an obstacle to the realisation of his dream).
Arvis is... a complicated character. A douchebag through and through, who tries to redeem himself at the end, but ultimately fails. He is rewarded for his actions in the 1st gen by the 2nd gen, where Julius becomes Loptyr and destroys his Empire. He had it coming? Yes. Is it painful to watch? Yes.
Edelgard... does not face any retribution for her actions.
Yes, she can also kill her (step) brother. But either she didn’t remember it, or only cries after it, and ultimately puts the blame on him - so it is not a sacrifice ?
People doubt her words? Well, it doesn’t matter, Linhardt, Yuri and Lysithea are still alive after their... interrogations. Reptor doubted Arvis’s words? Aida was sent as back-up (and... backstabbed him).
Ultimately, Arvis loses Deirdre (whose ghost chills with Sigurd’s), Julia and Julius, whom he loved dearly. Edel loses... Billy, and some randoms.
So, in a way, Edel feels like a discount Arvis, because she misses his ascension to power and his downfall. Arvis doesn’t mow down enemies on the front lines like she is doing, Arvis maneuvers to ensure victory.
Both fight for ideals, but Arvis seems to believe in them when I cannot believe a world for “humanity” involves continuous making of Crest Beasts.
Both betray the main character, but Edelgard is hit with the uwu hammer, thus cannot kill Billy - Thales does it in the non CF-routes.
So... short story, long story, Eldie is not Dimitri, Claude is not Travant, Rhea is a foil to Manfroy and Edelgard is a discount Arvis.
Also, I don’t know what kind of weed the person who wrote this take had, but labeling Eldie as one of FE4′s villain is as dumb as labeling FE7 Karla a villain because she appears as a red unit you have to fight.
where is edel’s bastard son
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botwstoriesandsuch · 3 years
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Whoopsie King Rhoam’s a dick but I gotta flesh him out so
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Read Part 1 here!
Part 2
If you’re on mobile, and tumblr hates this post, follow along on this google doc!
Rules/overview this rewrite in the beginning of Part 1
‘sup ya beautiful bastards it’s time to gush about the process of storytelling and writing as we fix up the fix it fic so let’s just jump into it
- - - - - - - - - - 
A quick recap of Part 2, and I swear this recap is faster than the recap last time: Chapter 3 of Age of Calamity opens with a more substantial scene the beginning points of Revali’s character, and contrasting the old position that Link and eggbot have, so that their later changes in this chapter (well, at least for Link in this chapter) are more pronounced. We edited a bit of the dialogue to make Revali’s intentions make a bit more sense, while also putting some little foreshadowing points with some camera tricks for the Hollow Champions. The Hollow Champions can now speak, which means their potential for being used to bring out the flaws or bitter aspects of each character is more readily available further into the story. And of course, we’ve introduced the main antagonist of Astor, and coupling his presence and dynamic with Zelda’s insecurities. While his intentions of needing Zelda for something is clear, his motivations and backstory remain a mystery as of yet, the only true clue we have so far being some sort of connection to eggbot. 
I didn’t get any big asks or comments about Part 2 so I’m going to assume that it was mostly well received (although I will note that I promise I’m going to flesh out Revali to be more than he has been presented as of yet, this is just the very very start of this development don’t you worry your feather loving butts) that being said, you should totally critique me or give me your opinions or comments. I’d love to hear them! Although, keep in mind that I am restraining my rewrite to the guidelines already said, so don’t get mad at me for not killing off all the Champions or something. Thaaat’s a rewrite for another time. So yeah if you reblog you get a little kiss from me because believe it or not I spent a lot of time trying to rewrite an entire storyline while keeping it’s tone and integrity intact. So thanks much <3
Okie dokie then chaps! Let us finally delve into Urbosa lesbian vibes, a zest of Zelink angst, rants about pacing, and a couple tablespoons of Astor backstory, all starting in the latest stage of Chapter 3: The Road Home, Besieged 
So right of the bat, big problem here. This Chapter follows directly after the events of Korok Forest, so you assume that maybe “The Road Home” refers to the team, going home, back to the castle, to tell King Rhoam what’s up. But...that’s apparently not the case. 
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So this entire stage, firstly, it brushes over any scenes where Zelda, Link or the other Champions might talk to King Rhoam about the Master Sword, or the Deku Tree, or...hmm what else happened last stage that might be interesting to see—oh yEAH HOW ABOUT that mysterious magic guy that tried to kill Zelda and was going off about the future and stuff?? That guy that wielded a bunch of dark magic and malice looking stuff and, uh yeah, you’d think it might be important and interesting to see the King’s take on was is essentially a wanted traitor to the crown who may or may not be leading the entire movement for the Calamity’s uprising. But nope, no one asks questions, no one says anything or has interesting conversations that reveal stuff about the plot. It's just….just all about Zelda and ooooOOooo she can’t awaken her powers oh no what’s a gal to do!
And I do mean that quite literally, this entire stage is all centered around two scenes with Zelda. The first, an admittedly narratively important scene of Zelda having a quick flashback about eggbot after he sings her a song, but it lasts for five seconds. And the second, being a pep talk with Urbosa as Link eats rocks in the background. For the majority of this stage, it’s all focused on Zelda, and pacing wise, it does virtually nothing to progress the narrative/plot forward.
And on paper, there’s nothing wrong with that! Hell, people read entire fanfictions dedicated to character development and relationships that have absolutely no external plot. Having a scene dedicated to just character development is completely fine, it’s something that’s pretty common and even encouraged to an extent. The problem arises when you remember that this is a story being told through the medium of a video game. 
Now, I am going to try and  breeze by this because, similar to Age of Calamity, I have to also construct this post with pacing that keeps my audience engaged, while progressing with my core narrative and story. But I highly encourage you to watch through this video by hello future me (On Writing: How to Master Pacing) because a lot of what I know about this I’ve picked up from his videos, and if you’re a writer or just someone who thinks storytelling is cool, it’s a great guide to the art of pacing.
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Anyhow. There are two levels of pacing within a story. There is the small type of pacing, like for the structure of a singular scene. And there is the pacing of the overall core narrative, how the larger beats of the entire story is revealed. Good pacing for your core narrative is about whether the reader feels like they are getting closer to the big thing, the big climax or answer or promise of satisfaction. The smaller type of pacing, for your singular scenes, focuses on that timing between how close you get to achieving new information, this refers to  your slow and fast pacing, tension versus rapid action.  
So, overall the rule of thumb is: the amount of time you invest into your smaller scenes, even put together, that must correlate with a big enough payoff in the core narrative. That’s what good pacing is. (And that’s why people make stuff like the Three Act Structure to help visualize this pacing process but obviously other forms of pacing guidelines exist like the Five and Seven Act Structures but that’s too complicated for this Nintendo Game anyhow that’s just some educational flavour for ya to impress your highschool English Teacher I guess) 
So knowing that, the question now is: Does The Road Home, Besieged contribute good pacing to the story? This is going to be my excuse for changing up other later scenes in the game, so when I mention pacing and narrative again, remember this. The time spent playing for thirty minutes, minimum, in the game, to only be paid off by two lines of character development isn’t good pacing. So the answer is “no.” 
Delving as long an amount of time as thirty minutes, means that pretty much everytime a stage is complete, you must introduce new substantial progress to your story. A game like this just doesn’t have time to waste it’s valuable cutscenes on character development alone. There’s an even further wrench in the issue when you consider you also need to account for sidequests, so you could really be forcing your player to go through hours of gametime before you introduce new details in the story. 
Obviously it’s not always gonna be cut and dry like that—sometimes you have to account for how enjoyable the gameplay is, and sometimes the amount of character development offsets any lack of narrative development—but for the majority of stages I’m gonna change, they all suffer this pacing problem. In a game that's entire story hinges on these cutscenes, bad pacing is just something it doesn’t have time for.
Anyhow anyhow anyhow, I got to get my dose of serotonin by talking about pacing writing structure and stuff and blah blah, so now I shall grace you with the changes that address these problems that would theoretically lead to vast improvement. I gave you this reasoning and backstory to writing because I am making hella changes, to hopefully make the experience more “poggers,” which is something the cool kids say these days if you didn’t know. 
Firstly, timeline wise this stage is gonna take place directly after the Korok Forest battle. The gang is returning home from the battle, with Link, the new wielder of the Master Sword, along with this new information regarding a certain Astor character. 
We open the same way it does in game, focusing on Zelda’s face, before the frame is suddenly blocked by the pommel of the Master Sword. A wordless way to express how the sudden revelation of Link being the hero has forced its way into Zelda’s mind, great use of camera Koei Tecmo 10 outta 10
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Now I don’t want to immediately jump into Zelda’s “oh poor me I can’t awaken my powers” dialogue because—and this is something even Breath of the Wild is guilty of—This game seems to forget that there are other characters besides Zelda. It’s marketed towards kids, sure, but I assure you that kids playing this game have a longer attention span than 2 minutes. You don’t need to keep reminding the audience every single scene about how Zelda is anxious about her powers. It gets redundant, you waste the audience’s time, and therefore you waste your own time, because you could have been using that precious screen time to develop some other thing further.  So anyhow, goes a bit like this. 
Zelda’s walking, the Master Sword comes into frame. Zelda looks down at the ground but keeps walking, but you can tell from her expression that she’s troubled. Don’t need to waste time on dialogue for her here, show don’t tell, we need to make the most of the scene here. Camera is still on Zelda, but the focus blurs shifts from Zelda to the Champions behind her. We can start with Mipha, I don’t have my heart set heavily on any specific dialogue, but I want her to say something along the lines of “how proud she is of Link” and what an honor it will be to fight by the side of not just her dear friend, but also someone selected by the goddess to be the hero. Subtextually, I want her to say this in a tone that suggests that she doubts the need for her to be here at all. She’ll say something like “He’s grown so…” glances up at Link who's just walking ahead, “...so much stronger than I could ever imagine. [Something Something] His power has grown so much over the course of a few days, more than I have achieved in a lifetime.” She looks down, but she still has a sweet smile. 
Now I’m doing this because I want to develop further this plot line of “getting stronger” that Age of Calamity sets up but never does anything with. Remember how in Chapter 2, Mipha asks Daruk to train with her to get stronger? I really like the possibilities of this arc with Mipha as it can not only parallel with her feelings for Link, but also make her character better as an individual. Mipha wants to get stronger so that she can protect Link, but now she thinks that Link’s already growing stronger to an extent that she might not be needed. She’s not jealous of Link, nor does she wish him to be weaker, she simply wants to be more than she already is. This is literally echoing her words that she left her father, about how leaving the Domain and experiencing new challenges would be “good for her.” So I wanna run with it. The dialogue here establishes Mipha’s motivation to grow stronger, almost equivalent to a rivalry of sorts. 
So after Mipha says this, Revali scoffs and butts in. Again, I’m not too set on any particular dialogue here, just something like “Hmph! Well, I don’t know about that. Seems to me all that’s happened is some magic sword gave the knight an ego boost. Blade’s only as strong as the little Hylian who wields it, and—based on my own extended experience and professional observations of course—I’ve yet to see this ‘stronger’ boy that you speak of.” Another camera pan to Link a ways in front of them. “If you ask me, hero or no, that knight is still exactly the same as I first met him.”
Revali places a wing on his chest dramatically. “Perhaps if you’re truly keen on seeing growth in skill and strength, Mipha, you’d do well to—”
“Flattering of an offer as that may be, Revali,” Urbosa interjects, “But I think Mipha might find it difficult to observe growth from one of the shortest Rito in Hyrule.”
Cue laughter from others or snickering or something. We just need some banter to add a bit more flavour to the characters. Revali can do a little huff and cross his wings or flip his scarf or something. But then Urbosa continues. 
“Although...he is right about one thing.” Urbosa looks straight ahead. “A sword does not alter a hand, just as strength does not alter character.” She puts a hand on Mipha’s shoulder. “Grow as he might, there is no doubt in my mind that he is the same boy as he’s always been.” Urbosa looks up in the direction of Zelda. “Whether you realize it or not.”
Ok so, scene’s not done yet, BUT quick gush on the dialogue flow here. I’m trying to establish parallels in these character perspectives based on the flow of conversation. We started with Mipha who, like I said, wished to grow stronger along with Link. This flows into Revali who also has a similar parallel as he wishes to grow above Link’s shadow. But the distinction between Mipha and Revali is that Mipha think’s Link’s strength is earned, and Revali thinks he cheated, gaining authority through a magic sword, and not through merit and skill. Thus, leading to Revali’s perspective of Link being exactly the same as he’s always been, he believes the sword doesn’t change anything. Urbosa then speaks, because she thinks exactly the same thing. However, her distinction is that Link is the same as he’s always been: a determined young boy earned his place and cares for his friends. Then she looks to Zelda who, as we know, will develop a perspective that contradicts this. So you get it? This scene is like 20 seconds long but it already mirrors nearly all the character parallels and perspective, that’s why the flow of dialogue is important. And I know half of you probably think these kinds of details are a stretch but I promise you it’s not, just look at any movie or show ever and I guarantee you can find similar stuff there too. Ok moving on moving on— 
Urbosa looks up at Zelda, comments her, “He’s the same boy, whether you realize it or not” piece of dialogue. Camera shifts back to Zelda and Link, who, idk if I mentioned this, but in the scene there’s enough distance between the Champions and Zelda and Link that the Champions can speak without the other two listening. So they didn’t hear any of this. 
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So the camera is back on Zelda, and now we can get her “How can I…..If I am unable to awaken my inner power….” line. Eggbot senses her sadness, does his little cheer up dance, Zelda gets a flashback.
One small change I wanna make to this flashback: Instead of just a baby Zelda going “nighty-night” I want there to ALSO be a figure in the background behind eggbot wearing a silk royal blue dress. And said woman has blonde hair and she’s by the table back there. We don’t have to show her face or anything because Nintendo hates that. Just place the woman somewhere in the back somewhere
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Also possibly you could add the shadow of another figure by the doorway, maybe? It would serve good continuity purposes for the plot points that I’m telling, but that part is not as necessary. I just need at least the woman there. 
Then Zelda is like “I remember you” to eggbot and all that and blah blah… Now, instead of Impa offscreen just yelling “enemy ahead!” I just want it to be a full on ambush. Not like a major one, but just enough where the group is surprised a bit. Maybe on the cliffs above, a lizalfo throws a boomerang, or a bokoblin shoots and arrow, or even just throws a rock. I don’t really care. I just need this to happen because…
As soon as this danger is presented, Link turns around to grab Zelda’s hand and they start running again. And he can like use his body to try and shield her a bit, I need it to parallel how he acted during Chapter 1 on the road to the Royal Tech Lab. However, this parallel has one important distinction because…
Zelda rips he grip from Link’s after a moment. “You don’t need to coddle me!” She says, or something along those lines. “Y-You...You’re the hero aren’t you! I’m perfectly fine, you don’t need to spend your precious time playing babysitter to me.” In the distance, a horde of monsters is beginning to form. Zelda looks between the monsters and Link’s Master Sword, her expression unreadable. “Well? Just...just go do what you need to do.” Link hesitates, looking between her, and the approaching monsters. Zelda speaks more sternly now, “Go!” So Link, not one to disregard an order from the Princess, gives one last look to Zelda before setting off towards the monsters. Maybe Zelda can take a deep breath to steady herself after he leaves, but as soon as Link unsheathes his sword, the metal glistening in the setting sunlight, it cuts immediately to gameplay. Start battle. 
For essays’ purposes this is the part where I explain why this is better than the original. So here’s my reasoning:
Uhhh, it just is. :3
Ok but seriously, I’ve already talked a tone about why the pacing and dialogue flow is better than the original. But also this scene doesn’t just say “Ooo Zelda is sad about her powers,” because that’s not interesting. Like I said, it’s redundant information. What is interesting is see how characters deal with that internal conflict and how it affects their relationships. AKA Zelda’s relationship with Link, who now basically embodies the success that she’s been working so hard towards but never achieved, is deteriorating a bit. I wanted to get that sense of the Zelda that we see in Breath of the Wild because all things considered, they should be roughly the same character.
So that’s that, you fight the battle, the Hollows show up a bit, so insert “dark evil Champion” dialogue because if you’re gonna use the evil clone trope might as well use it to the fullest. Then you fight the Talus and hurray horrah the day is saved. 
Then we have that iconic Urbosa motherly pep talk to Zelda as Link eats rocks in the background. Now honestly, I’m not that big a fan of the first half of the dialogue, so I wanna change it into something more interesting. But the rest of the beats and camera work go roughly the same. 
Zelda: “Link is...so much stronger now”
Urbosa: “‘And yet I have not.’ I presume that’s what you’re thinking, hmm?”
Zelda: “Well it’s true, isn’t it? More and more, monsters have been appearing around Hyrule. It is a sign that the Calamity draws near. So...there isn’t much time. And still, no sign of my power awakening.”
Urbosa: *sighs* “Little bird…”
Zelda cuts her off, in an attempt to change topics: “Why do you call me that?”
Urbosa: “Hmm?”
Zelda: “Little bird...I feel like I’ve heard it before. Why do you call me that?”
Urbosa, after a beat looks off in the distance or something: “A long time ago, my dear friend would call me to the palace, or perhaps invite herself over to mine, [she chuckles] ...and she would talk with me all day, and ask me to gaze upon her little bird with her. Her dearest daughter...a princess”
Zelda: “You mean my…”
Urbosa just smiles with a soft nod: “Back then, times were a bit different. The destiny that you have was still upon the Queen, who worked day and night to refine her powers and fulfill her destiny. In just a few short years, I went from being friends with a Queen, to friends with the destined sealer of the Calamity.”
Another pause, before Urbosa speaks again: “But...she was still the same woman I had grown with. Still the same loving mother who spoke about her little bird with joy. She had not changed one bit.”
Urbosa: “Even when your mother passed, her loving smile was there until the very end. She always loved you—believed in you, Zelda. She had great hope, great faith that her daughter would grow into the beacon of light Hyrule needed. That even with her gone, you would spread your wings and fly, because you were just that amazing to her.” *Urbosa puts her hands on Zelda’s shoulders.*
Urbosa: “Destiny did not change your mother’s love, just as it does not change Link’s courage, or your value.” *the camera can pan to Link eating rocks now*
Urbosa looks directly at Zelda now: “Look how hard we’ve all worked to get this far, how hard you have worked to get here. While we may grow in strength, in that regard, we’re all one in the same.”
Zelda: “...I….well…”
Urbosa: “What did the Great Deku Tree say? There is no need to fret princess.”
Urbosa: “Our faith, Link’s, your mother’s, it’s all as strong as ever. And everyday, with every moment that you travel towards your destiny, it just grows. It is always with us. So believe in that, have hope, yet, little bird.” *Eggbot can scurry up and make cute noises here next to Zelda*
Urbosa: “I know, you are where you need to be. You must accept that too.”
Zelda: “...”
Zelda gives a solemn nod: “Thank you, Urbosa.”
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So that’s that scene! Don’t let the length fool you, it’s technically even shorter than the original scene in Age of Calamity. So why is it, in my opinion, better? Because for one, we actually get an insight into Zelda’s mom and Urbosa’s relationship, something that was PROMISED To us but never given and I’m still a bit salty about it. Anyhow, in addition to just getting some lore details, that relationship between the Queen and Urbosa is important for this scene because, just like Urbosa spells out, it’s in direct parallel with Link and Zelda. 
Before the Queen suddenly got sick and died, she was destined to seal the Calamity. But she didn’t let that destiny change her, she was still the same loving mother to the end. Now that is something that Zelda needs to realize about Link, as his newly acquired destiny doesn’t change who he was before, the knight who cares for her and wishes to protect her. Zelda needs to realize he’s the same and that she can still trust and confide in him. Hence, that’s why this mom backstory is in this scene and not somewhere else, because it serves to the narrative but also more impactfully to the character development. 
The dialogue could probably be polished a bit more but come on, not half bad for an improvement yeah? So that concludes Chapter—
SIKE we’re not done yet. We still have to move into the entire point of this stage, the road home, to the castle. 
So, badabing badaboom, I’m adding an entirely new scene from scratch right here at the end, because it is VITAL that I set up something new about the story, as a sort of clincher. So anyhow 
Zelda is alone with her father, let’s set it in the royal library (Intact, not ruined, of course) because we don’t see enough of that location and it’s really cool. So Zelda is briefing her dad about the events in Korok Forest and on the journey back home. I know I always gush about cinematography but it can’t be fully appreciated since I’m….writing,,, this, BUT I think it might be fun if the side shots of Zelda have her background be some bookcases of the library, maybe half bookcases and the other half the ornate walls. Then the background for the King’s shots is the full symmetry of the elegant staircases.
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[And if you needed the specific reasoning for that, because it makes camera shots more fun. Like when Zelda says something that aids in her scholarly side, the camera angle can change slightly where the bookcases take up more of the frame, and then when the King’s will takes more power, then the book cases can be angled a bit more out of frame. And then the symmetry of the King by the staircase is a way to show his higher power dynamic to her, and contrasts well with Zelda’s shots since the bookcases are dark and the stone is lighter, so on a meta level is also makes it easier for the audience to understand where they are. Shot composition is fun ok, and that’s not even getting into color theory (Thinks about Baby Driver and LaLaLand....even videogames like Undertale and Hollow Knight have such wonderful shot composition and use of color theory hhhhh love it)]
Ok so Zelda’s briefing the King in the library, she’s standing while he’s sitting at a desk. There’s maybe two or four Royal Guards on the staircase entrances, but for the most part, they’re alone. You can tell that this meeting between them has been going on for a bit now, as from Zelda’s dialogue, she’s retelling events midway through the story. 
The King is flipping through some paperwork, not really looking Zelda in the eyes. She continues speaking. 
“And so...with the malice cleared and the monsters being dealt with, Link and I made our way into the heart of Korok Forest.”
The King hums a response, flipping through another page. “And this is when Link pulled out the Sword that Seals the Darkness then, I presume.”
Zelda paused, as of thinking of how to phrase her next words. “Not exactly. I...we both encountered someone beforehand. A man, with a pale face, and dark hair and robes, and he had the power to control malice, using a strange object in one of his hands.” 
Rhoam stops writing in his journal or whatever. He doesn’t look up, but the sudden stop he makes is obvious. Zelda notices, but continues. 
“He talked about...the Calamity, and my birthday...destiny, and the future….I’m not quite sure I can remember his intentions word for word. But he did introduce himself as—“
“Astor…” Zelda and the King say simultaneously. The King has fully perked up now, looking at Zelda. She’s pleased to see a reaction from him. The King rises from his chair, and starts pacing a bit, stroking his beard thoughtfully like the asshole he is. 
“So you know him then? This Astor man? Who is he, father? What does he—“
“Were you alright? Did he hurt you, or mention anything else?”
Zelda pauses for a moment before shaking her head, as if the concern he was expressing was uncharacteristic. “N-No. No, I’m fine, and Link was there. During the battle, as Link fought him off, that was when the sword was pulled. Then Astor fled, or...” Zelda pauses for a beat, “retreated...he expressed his wish to speak with me again.”
Another beat of silence, as Rhoam gets up, hands clasped behind his back. “He used to work at this very palace.” The shot is now directly on Rhoams back, as he faces a bookcase, although it’s clear that he’s just deep in thought, and not just staring at books. Rhoam is in third column of the shot (he’s to the right, not in the center) 
“A trusted advisor. Someone gifted with foresight, who many years ago, had first predicted the coming Calamity.” Cut to shot of Rhoams face, the camera being by the bookcase, so that we see Rhoam’s expression and Zelda’s.
“In truth, I thought him dead. For the last time I saw him alive—truly, truly alive—was ten long years ago...” The shot goes back to the original establishing shot, of Rhoam facing away from the camera, towards the bookcase, he’s standing to the right, hands still clasped behind his back.
“...when your mother still graced this earth.”
From left frame, a younger Astor walks up and stands beside Rhoam. He runs his fingers along the books. Rhoam looks to his left, as if he is seeing Astor. Camera cuts to Astor’s right, as if looking at him from Rhoam’s perspective. He continues brushing his fingers against the spines of the books, before he finds the one he’s looking for. Pulling it out, he opens the book, flipping through its pages, before giving a genuine smile. Cut back to wide angle behind them. With the book, Astor starts walking back out left frame, but this time the camera follows him. Filter fade to a memory tint as the camera pans right to left
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[when the camera fades fully into the Astor memory, the figures can have that silhouetted effect like you see in botw. Cause I know Nintendo hates making new character models for some reason.] 
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So if it wasn’t clear already, even though the memory filter doesn’t come immediately, Astor isn’t actually there, but it’s just a flashback. I’m a sucker for merges, which is something this game and botw NEVER do which bugs me because there are so many creative ways you could introduce flashbacks without just doing “ooOooOoo fade to sepia filter and then oooOOooOOO we fade back to reality and no time has passed.” I apologize if my explanation of the camera doesn’t make sense as it’s hard without much visual aid, but hopefully it makes sense so far. Anyhow! Let’s continue.
We’re now fully immersed in this memory, but King Rhoam’s voice still narrates overhead. 
Astor brings the book to one of the desks in the library, where a woman sits writing something onto paper. News flash, it’s the queen. Astor hands her the book and starts speaking about something, although you can tell the tone of their conversation is light, almost akin to Zelda rambling about Sheikah Technology. The Queen laughs about something unheard, as Astor continues ranting about something, his hands moving to like a professor giving a lecture. 
Rhoam Narration: “When he had first predicted the Calamity, things were much more hopefully for our kingdom. As although his foresight granted him only glimpses and fragments of a future, he was almost certain that with the Guardians, and the strength of your mother’s power, our victory would be absolute.”
Scene changes to the Queen walking down a corridor, Astor is leaning against the wall by a window. 
Rhoam Narration: “He and your mother would often work together tirelessly to study the ancient arts, to make the most of the powers given by the goddess.”
The Queen has walked up to Astor now. She crouches down and gestures to her left, the side not yet seen by the camera.
Rhoam Narration: “In fact…”
The camera changes to focus to where the Queen was looking towards—a young Zelda, crouched behind her mother’s dress, stares up at Astor. 
Rhoam Narration: “I would not be surprised if you found within yourself, a memory of such.”
I would prefer if you could see the expressions of Astor (giving Zelda not a smile, but not really a frown or anything rude either) and young Zelda. But I guess it can also just be silhouettes too cause again, Nintendo hates giving us younger character models outside of first person POV stuff. Anyhow. 
The scene fades, the light from the window dimming as everything darkens.
Rhoam Narration: “I often times wish we could go back to such a time, when victory and pride swam in every corner of this castle.  But of course…”
The scene brightens again, although not as bright as before. It’s the exact same corridor with the large window, but now it’s raining. A young Zelda stands alone in front of it, looking outside.
Rhoam Narration: “Such a time did end…”
We now cut to a new scene, King Rhoam is walking down a hall, the camera’s perspective is of a bird’s eye view, like we’re peering in from outside a window. We can see the shadow of Astor chasing after him, as he starts speaking frantically about something, not quite, but almost to the point of shouts. 
Rhoam Narration: “After your mother died, the visions of the future shifted drastically. No longer was there glimpses of rolling fields and shimmering skies, but instead, of rubble, red earth, and death.”
You can now more clearly hear the words coming out of Astor’s mouth. He is telling something about failure, and souls, and the Calamity to the King’s ear. He’s still walking forward.
Rhoam Narration: “He was adamant that our demise was now coming faster than ever, and that without your mother, we were doomed. That even you, should you take up your mother’s mantle, could not save everyone.”
Astor: “I’m telling you Your Majesty, if you go down this path, there is no going back.”
King Rhoam: “There is no other choice, we are moving forward.”
Astor: “I don’t think you quite understand the true gravity of the fate you’re choosing for yourself. It is a guarantee that you, me, and countless others shall die.”
King Rhoam: “I don’t want to hear it.”
Astor: “And of course, there are a multitude of possibilities, but the end result is the same.”
Astor: “Do you have a preference, perhaps? Crushed by rubble? Suffocation under ash?”
Rhoam’s tone is deadly: “Stop.”
Astor: “I’ve seen fire too. I’m not yet quite sure the exact circumstances that lead to flame appearing and spreading so quickly, but rest assured that if you—”
King Rhoam: “Stop.” 
Astor: “If you saddle someone else with this duty I am absolutely certain that you and I will—” 
King Rhoam, voice not shouting, but still with a booming intensity: “Just like you were so certain of our victory 10 years ago?”
Astor’s face darkens. He’s silent for a moment, collecting his words before practically spitting the first articulation: “...That, future, was the one that would come to be if Her Majesty was alive. If you’re so unsatisfied with my departed wisdom you can go ahead and flail around with destiny alone. You think I choose for these events to happen? You think I lie when I saw I want what’s best for this kingdom—”
King Rhoam: “What’s best for you.”
An ugly pause.
King Rhoam: “It is decided, Seer. It’s time you accept this. My wife is dead. That is the truth. Thus the role of sealing the Calamity shall pass to my daughter. She will work to awaken her own ability. It will be her duty to save us.”
Astor half laughs: “A child?! Surely you don’t need the supernatural to see how foolish that is.”
King Rhoam’s voice is even more stern: “You are living proof that the future is not absolute. Therefore I...must place all belief in her ability.”
The King walks away, leaving Astor alone. Weirdly, he smiles. Perhaps to mask some other emotion.  
After another moment, Astor yells to the King: “I’ll fix this! Alone if I must!” He’s chuckling as he shakes his head. “Your useless faith may cost many lives, but even so mark my words, I will fix this.”
The King looks back, but says nothing, his expression unreadable. He continues forward, leaving Astor alone chuckling, or perhaps something in between chuckling and crying to himself.  
Rhoam Narration: “We haven’t spoken since that day. I simply left him to his devices. If he was so determined to find another way to stop the Calamity, then who was I to stop him. I doubt my word could have swayed his mind regardless.
We’re now looking at a room, the camera is just by the doorway, looking at an office, circular and domed. It’s stone brick walls are covered in parchment and ripped books, covered in symbols and frantic writing. An old Sheikah tapestry hangs crudely on the left wall, and the window on the right seems to tint grey, or even a deepest crimson. Centerframe, is the back of Astor, robe hanging just above the paper ridden floor. He is flipping through something on his desk. 
Rhoam Narration: “Fixated as he was on the perfect future that you mother might have led, I still had hope that with time, he might still assist you with your destiny one day.”
The camera slowly comes closer to Astor. We can see more clearly the type of stuff that sprawls the papers and books and diagrams across his office. Some depict stars and constellations, and even a few notes on Ancient Technology, although in a noticeably cleaner font. However, as the camera moves close and closer to Astor, the papers and books depict only one clear topic: the aura of death that comes only with necromancy. 
Rhoam Narration: “It seems…”
Astor finally reacts to whatever he was doing on his desk. You don’t see his eyes, but as he fully turns around to face the camera, you see his smile, along with him holding a dark orb of unknown energy. It hovers in his hand. 
Rhoam Narration: “...I was mistaken.” 
The camera cuts to a wide angle, looking at Astor from behind a stack of books on his desk. The stack of books on Astor’s desk brighten in color (from the memory dull filter), until the scene fully fades back into the Royal Library. The camera is now focused on a similar stack of books on the desk behind Zelda, where Rhoam was working before. 
Zelda is still looking at her father, who is still turned away. Now, he turns back around to face her.
“He had disappeared completely one day, so it was my understanding that whatever he was working on killed him. However, if he is truly back as you say…”
Rhoam walks closer to Zelda, close enough that he might have put a hand on her shoulder, but his arms stay behind his back.
“It is in your utmost interest to prove him wrong. I know not what he plans on doing, but it would be wise to stop him before he does.”
Rhoam turns away now, pacing back to the otherside of the desk. “But, your more important priority is unlocking your powers, understand? Now more than ever, is not the time to get distracted.”
Zelda, taking this all in, takes a deep breath. She then nods at him. “I understand...Father.”
After a moment, the King makes a motion as if to dismiss her. She starts to walk away, her thoughts churning in her head, heart thumping to the same beat as her echoing footsteps. Suddenly, Rhoam calls, 
“Zelda.” It’s not a question, but the tone is asked like one.
She turns back, looking at him, expectantly. Rhoam only stares at her, an uncharacteristic moment of uncertainty for him. The words he wants to form seem stuck in his throat, until finally, he lets out a quiet breathe through his nose, before simply saying:
“You must.”
Zelda can only frown, her shoulder’s slumping slightly, as she ducks her head and leaves.
- - - - - - 
And that’s that! That’s the complete end of Chapter 3. So tune in next time for Chapter 4, including a new slight but important story changes, Yiga husbands, and shocking turns of events.
Edit: I forgot that posts with link’s dont show up in tag results so a rb is appreciated :p
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b00sh · 3 years
Text
My Experience Playing Yakuza0
Because I still remember this clearly enough to make a post about it.
It has been a while though I might get some things mixed up
And there will also be a lot of spoilers for Yakuza0. In no particular order
Darling - Boyfriend man, got me to play the game and was on call for most major story beats. I'm calling him Darling instead of bf because "bf" or "my boyfriend" sounds weird for.. some god forsaken reason idk.
Me - Me. Am human.
So I got the game for Christmas, great stuff, wow, I was very excited to play it. Mostly due to all the weird side stuff. So I boot up the game. All's well. Badass opening. I'm liking the vibes so far.
*Kiryu just straight up gets framed for murder*
Ah. So this is what I've decided to play.
The first (2 I think) Chapters with Kiryu were great, had my attention (not that I remember much, most unfortunately). Tutorial stuff was a bit ugh but not too much.
Then I got to Majima's part.
Dear god I love the way this tutorial is handled.
The whole vibe it has was just great.
The music slapped.
The gameplay was fun despite being a tutorial.
I just love it.
The rest of his 2 first chapters were pretty good to, I don't remember much specifically but I still know the general story.
This is also the part where I'm just gonna start going off about Nishiki.
I absolutely love Nishiki.
I just very much like him. How he ckmes up in the story is just, so well done. Koi Boi gave me an anxiety attack and considering when that happened I say that was a well done anxiety attack.
Please don't hold a gun to Kiryu's head again though. Was not appreciated.
Aside from him, I also really liked Tachibana. Tacaba.. T... Tachibana. I had it right the first time. His character also had my heart. Then he broke it by dying at the worst time possible.
Also Makoto. Her and Majima's relationship was really great. I wanted it to go well. And I mean it technically didn't end in one of them dying but. I'll get back to that.
We're skipping to the last bits because that's what I remember most of Story wise.
The final "beat a whole fuck-ton of guys up" bit was pretty cool. I absolutely losved that. The boss fights were good to. I don't remember what exactly happened but I do remember punching a guy in the face over and over and over and over again.
I don't remember much of the gameplay side of Majima's part. I think there was a guy but I'm not sure.
I do remember the parts after in all the cutscene bits though.
Another spoiler warning incase you haven't seen that part specifically. I believe PS4 stops streaming and recording right here so there's a chance.
Anyway.
Extremely rough recreation of me and Darling talking during the cut seens.
Me :"I'm telling you. I'm not gonna cry."
Darling, already crying during all this :"Yeah you will, trust me it's going to get sadder." And then I'm watching through it. And I specifically remember two parts. The guy getting shot.
And Makoto finding her watch.
Darling: "Bishboosh..?"
Me, sobbing as I hear the watch theme :"S-shut up."
That part fucking got me. Along with Majima getting a new strap for the watch.
I did not expect it to have me crying like that.
God I love this game to bits now.
I know this post is all over the place but I just had to talk about it again suddenly.
Now I just play is sometimes to either do karaoke or work on progressing in the Cabaret Club side thing. I love having to manage it all at once.
Okay that's it.
I swear I won't talk like an over excited child next time I post about something. At leasst I think I sound like that rn.
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breezy-cheezy · 4 years
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I finished Final Fantasy 7 Remake
Long story short, I loved it!! So much!! And there’s alot I wanna rant about so here we are. A review of sorts?? Major spoilers ahead! 
And if y’all think you’re immune to spoilers because you played the original FF7, YOU ARE NOT. Lots of new stuff here....just warning y’all.
Although! I did find this great looking walkthrough playlist if anyone’s interested and can’t play the thing themselves? Idk how complete it is with the details, but from a glance it looks nice! 
- FIRST OF ALL the music in it all is amazing!!! From the menu song all throughout, I got Emotional. All the rehashings of Aerith’s theme?? Tifa’s theme?? The FF7 main theme here are there?? AMAZING!!!! I need to find a tracklist or something there are so many versions of the songs specific to the scenes they played in and I die??? Man it is Good. 
- On the music front, I really enjoyed the Jukebox feature! So they could add in old classic songs that story-wise couldn’t appear yet...good nostalgia there. 
- Lil disclaimer, I played the original FF7 fairly recently, on Steam. HOWEVER. I played Crisis Core years ago, and watched Advent Children, etc. And Final Fantasy music has been a staple homework playlist for me for ages now.... So yes I’m new to the whole FF7 original story. But not new in how most people are...it’s a weird situation lol. Like I knew the general FF7 story for awhile but just recently filled the details....
- The gameplay is awesome!! I wasn’t great at it, but...tbh it felt like mechanics combo of the original FF7, FF15, annnnd Kingdom Hearts :D Also appreciated it PAUSED when you picked out commands lol. Loved upgrading weapons. Loved working with materia. I wish there were like...ways to save a materia set so you could easily switch over when your characters were switched out though X’’’’D 
- Biggs is Aro/Ace
- Cloud is VERY Aro/Ace
- Tifa might be Ace
- I decided long ago (in my Crisis Core phase) that Sephiroth is Aro/Ace. There’s nothing to “prove it” in this game but I’m holding to it. I have claimed these characters askjdhuiwdhguerhgr
- Side note, slightly related, but I love how the relationships shone in this remake?? Lots of casual, comfortable touch with Tifa and Cloud (in which Cloud seems in general pretty touch averse due likely to Trauma) in a “we’ve known each other our whole lives” way and gosh I love them. Aerith with Cloud is adorable. Barret!!! Was characterized SO WELL here, and I love him way more than I ever did!! Barret and Tifa interactions as well were so heartfelt and wonderful aaaaaa how good
- Like...Barret haaaates Cloud in the beginning. But somewhere along the way he adopts Cloud instead and ain’t that fantastic?? He just can’t contain how much he cares about others and especially his daughter and goSH I love him. 
- Aerith!! I love her!! She gave such a vibe that she knows more than she says, but is still so cute and sweet and sassy I LOVE!!!! Also that scene in the train graveyard with baby Aerith ;;~;; 
- Also
Cloud: You need any help??
Aerith, climbing a ladder: I’m fine. You don’t need to treat me like a princess or anything~~~
*ladder breaks*
Aerith, completely serious: s h * t.
I LAUGH
- Cloud was actually really cute with kids!!!!! 
- I think I saw a post where they talked about how much more consistent characterizations were here?? I have to agree. I feel some stuff was lost in translation while playing FF7 original, and it felt alot more put together, character-wise, here. I feel like some of that was learned from FF15 and its success with character relationships?? It was Good. 
_ I rambled about this before, but Wall Market was every bit as embarrassing as you would think. *covers face*
- Also I thought it was interesting how they handled who was in your party when! A little annoying sometimes though, switching materia around!!! DX I also really wanted to actually PLAY Red XIII/Nanaki....but sure make him an NPC, whatever. (I am grateful he healed me often.)
- *me when Nanaki shows up* AAAAAAAAAAAA!!!!! THERE HE IS!!!!!!! (sidenote, in the original, I didn’t wanna call him by his experiment name. He’s the only character I changed the name of. The name I picked? Ignis. :”D )
- The motorcycle segments were ANNOYING AS HECK, especially that last one in escaping the Shinra building DX The game forced your camera to focus on the boss and that made the controls VERY ANNOYING. Cool to watch tho.
- I actually almost completed the game boss fight chain early last night!! But RIGHT when I got to Sephiroth, the family demanded I get off the TV for their use D: all that progress....I had to redo ALOT. DX 
- STILL the fights were VERY cool! Reminded me of KHII end alot actually, jumping around on broken floating buildings and whatnot?? Also the creature looked like a HUGE DARKSIDE heartless lol
- There’s actually alot in this remake that gives alot of a KH feel to me?? Nomura I see you....
- *screeching the One Winged Angel theme still not knowing the words* 
- I LOVED how they showed scenes of the future in the end?? Probably ripped from Advent Children, but?? The characters actually seeing that?? Going “this CAN’T be our future!!” Yo. Also it’s implied it might not HAPPEN now going against destiny and all. I know alot of people are pissed but I am EXCITED. I’m all for a fix-it fic game thank YOU. 
- Speaking of fix-it: ZACK. ZAAAAAACK!!!!!! It’s implied he’s alive in one reality so WHERE IS HE??????? I’m so curious about this new story. I’m gonna eat up theories. I want!! To see!! My baby boy!!!!!! to be Fair (haha) I spoiled myself knowing he was in the game but I didn’t know WHEN!!!
- This is terrible, but I love how much they expressed how NOT OK Cloud is. His mental state is awful, but boi won’t talk about it. 
- Like I know it’s in the original, but it comes up ALOT more in the remake, and the flashbacks/brain short out moments are more obvious in HD for sure. Plus Cloud’s eyes seem more green there, which is a great touch!! Also the incredible FORESHADOWING it brought. Love it. Please someone help this idiot with his headaches....
- I did get annoyed with the whole scene in Hojo’s lab. Cloud’s walking like a zombie toward where Jenova is, saying CONCERNING things, and NO ONE reaches out until he outright collapses? We all just gonna stand back and watch?? Sure ok. 
- Hojo is absolutely disgusting and horrifying and exactly how I imagined him, creators did great job.
- Also why does no one use curaga in these character death scenes???? Potion? Anything????Hello??????
- I was so relieved Wedge (and one of his 3 cats) got to live, and then devastated when they chucked him out a window last minute ;;A;; still. I didn’t see a body. Maybe he’s ok.....*sobs*
- I WAS NOT EXPECTING BIGGS TO BE SEEN IN RECOVERY THO YEEEEESSSSS (I love ANY sign that they DID manage to change the future a little...I thought he was dead!!) Fun fact! The one part I legitimately started crying was when Biggs “died”! Hhhhhhhhhh
- Those dang dementors huh? X’’’D Whispers of fate...there to make sure the story goes according to the original game basically. Does that make the whispers the purist fans of FF7? ...please don’t kill me for that comment sidfiushguigerha
- I just wanna say making a game ABOUT making a remake (that is different from the original) and the struggles in that is VERY meta and so clever and delightful and I LOVE IT. I really wanna see what happens next....
All in all I spent 52 hours on this game. WAY more than I expected for only covering Midgar. And I ENJOYED it!! Some parts felt like the story was being dragged/padded, but most of the time I didn’t care. Also there’s even more to do?? Apparently I missed some scenes....I don’t have time for now, but maybe someday. Or maybe I’ll just look them up ;;7;; 
It’s a good game y’all!!
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mykedrop · 4 years
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Persona 5 Royal Thoughts
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     Alright so there’s a lot I want to talk about here. Fair warning, this write up is actually like, really damn long. Also like HUGE spoiler warning below the cut! I played the original when it came out, bought a PS4 practically only to play Persona 5 not even knowing if I’d like it. But I did! I loved it, loved all of it. Beat the game in just over 100 hours I think. Easily became my second favorite game ever. So now here comes Persona 5 Royal, adds a bunch of new stuff, a lot of little stuff and some pretty huge additions and reworks, includes all the dlc from P5 which is nice. It’s a strictly better version of the game I already thought was amazing enough.
     I remember being a little wary of going for it and reading a non-spoiler list of all the changes, which are actually A LOT when you list them out. Then I thought about how much I loved playing the original, and figured I’m not doing much else right now, so I got it. And BOY that game just checks all the boxes for me. It’s the same game, but better now. There’s a little more depth to playing the game and more stuff!
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   One of the biggest additions and probably my favorite addition is Maruki’s story and confidant. Everything involving him I thought was incredible. First of all the man is a dreamboat. Secondly great voice actor. Thirdly the story built around him was really awesome to play through. Every time some new story beats came through while playing through the first parts of the game I always thought how great it all fit in. It made sense, it kind of opened up the world of the game a little more narrative-wise and it all felt right. And the SONG (Ideal and the Real) that plays in Maruki’s office is so GOOD. That song plays in my head 24/7 and I love it. He’s got such a great personality and story and it was a great time getting to rank him up. The song ALONE made me want to hang out with him as much as possible. It’s an angle I wasn’t expecting, his story I mean, and while the “right” choice was pretty clear, it still made me think about what he was trying to accomplish. And they drove the point home real hard during the final stretch of the game before you figure out what’s going. It’s so hard to look at your friends having such a good life and go, “yeah no I don’t think so.” But that’s a whole different  discussion. It felt sort of morally ambiguous, which was really cool. And I also like that Maruki gives you a choice, not only once but twice. Which again, gives you pause, even if only a short one.
    So that brings me to another one of the biggest additions: the new palace. BOY I love this palace. From the way it’s first introduced so early on, to how you keep peeking in every once in a while making a little progress here and there. Until finally you’re able to just go wild at the end. This palace feels like the team designing this was told go all out. The aesthetic, the mechanics, the layout. Going through this I had a big ol smile on my face the entire time at how different it felt compared to those in the original game. Those are good too, don’t get me wrong. I don’t have any palaces I dislike. But I can easily imagine some ideas and how incredible some palaces would be with the level of detail and complexity of Maruki’s palace. It’d be kind of ridiculous and extremely difficult no doubt, maybe even a little too much to ask for I think. Anyway, seeing the garden section of the palace for the first time was INCREDIBLE. They went so crazy with making almost every part of that palace look amazing! And that last area was easily my favorite of the palaces in terms of looks and theme. They did a good job of conveying the scale of that giant tree where the treasure is at with those stairs. Plus it’s another great moment to show of the smaller details of the palace like some flowers, the lighting, some other really neat effects. It was great! And the whole boss fight at the end was so fantastic to watch! I’ll say that even at the hardest difficulty, my SO (who is a turn-based combat FIEND) didn’t have too much of a difficult time with the fight. But the mechanics of it were so interesting! I loved the ideas they went with. Again it felt like they really gave it their all with this palace. The story beats during the fight were incredible as well, and they gave me one of my favorite moments back that used to be in the Yaldabaoth fight: Press X to Fire! The fight with Maruki at the end was also pretty novel too, and so dramatic! The snow falling at the end, the glass platforms collapsing, it all looked so GOOD. One of my favorite things in any game like this (remake/remaster/GOTY version/etc.) is getting to listen to NEW MUSIC. And this palace KILLED IT with music, as did the rest of the game as usual. There’s no feeling that compares to being right at the edge of beating a Persona game. And this palace was a hell of an out of the park home run. After 170 hours, it was so bittersweet to beat the final boss and move on towards the rest of the story. I loved playing through that palace and it’s a shame I’ll never get to experience it for the first time again.
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    On to one of the more advertised additions: Yoshizawa! My first thought when I saw her way back when when they first revealed her is I thought she’d be a female protagonist. Which I thought would be INCREDIBLE. Even if it’s not exactly my preference, I would’ve been so HYPE to romance one of the guys. I didn’t really think about it from a gameplay standpoint, as there are way more girl confidants than guys, but still I thought it’d be fun to potentially explore that! Obviously that wasn’t the case, but now on to what I think of the new confidant! I love her! Like absolutely 100% love her so much! Let me tell you just how those concept meetings went down when they were making Yoshizawa: Cute girl, in cute clothes, who has a cute personality. Done, the perfect character. Of course she’s much more than that, but on the surface level it’s easy to see where they were going with this character. Playing the game I had zero idea about her eventual involvement in the final section of the game, so seeing her only have 5 confidant levels I was a little disappointed! Maxed her out as fast as possible and waited... Seeing her story woven through the original narrative was also super fun. Like Maruki, I really liked seeing her in places where she wasn’t before, and adding new scenes and such around to flesh out her character throughout the first two semesters. Then came the new part of the game after the holy grail fight. I was absolutely not expecting that twist with Yoshizawa. I had no idea that they would go somewhere like THAT in this game! It totally caught me off guard and I LOVED IT. What an incredible story all around. And like super fucked! The whole reveal moment was FANTASTIC! Had my jaw on the floor and everything! Her entire confidant was fun, using her in combat was fun, and her romance path was extremely fun! There’s nothing I don’t like about her really. She had such a wild story and such an amazing arc that I can’t not love her! She’s not my favorite confidant, but still adding in a new character like her into such a tight-knit group like the phantom thieves that i already loved as is is such a risky move! It’s so hard to improve upon a dynamic like theirs I think, but they made it work when they needed to! Anyway I love her character a lot and her story and all that. Beautiful.
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    Speaking of adding new characters to a dynamic, this might be my favorite addition/rework in the entire game: Akechi. Holy crap I can’t tell you how much I LOVED HEARING AKECHI JUST GO OFF EVERY BATTLE, or while we went riding through mementos, or just all his new dialogue and confidant level ups. Akechi very quickly and easily became one of my favorite parts about the new part of the game. His character was such a HUGE CLASH with every other character in the party, especially Yoshizawa! Which I have to imagine isn’t an accident. He is fuckin CRAZY. Unlocking his Showtime attack was BONKERS. That whole sequence with Yoshizawa and Akechi in Maruki’s palace was so GOOD. Having Akechi be part of the team was an amazing breath of fresh of air. Trust me when I say I have ZERO problem or complaint with the overly positive nature of the party. But MAN it is FUN to see Akechi just be an ABSOLUTE ASSHOLE. Every new interaction with Akechi was a TREASURE. Dropping the “detective prince” act was 100000% the right move. Even more fun was seeing Haru and Akechi’s interactions in mementos. The way every character acted towards him was pretty good, but something about Haru’s overbearing positivity towards him was really fun to watch. I can’t stress enough how much Akechi added to the experience of the final act of the game. His persona? Badass. His personality? Absolutely cutthroat and also badass. His hair? Still incredible. Also the only character in the game who will only play 701 in darts. That threw me for a fuckin LOOP the first time I invited him out for darts. Dude is a STUD in like every way. Love Akechi A LOT. He singlehandedly brought the experience up from an 11/10 to a 12/10. This game is so much better with Akechi being able to go batshit crazy. One of my favorite interactions is during battle: when you heal the whole party, with Akechi and Ryuji being two of the active members, depending on their order, you’ll have Akechi say “No time for thanks” right before you hear Ryuji say “Thanks!” Just thought that really exemplified how much of an ass he is, and how much I love him for it. He is THE badass asshole character this game didn’t know it needed but absolutely deserved. How much of a bad ass do you have to be to able to look at your inevitable death in the face and say “this is how it has to be.” One of the coolest parts of the whole game is him not only accepting his eventual fate, but actively driving you towards making that decision.
     Next up I suppose I’ll talk about Maruki as a character. Love the way he was included, and liked all his interactions with all the characters during the first part of the game. He’s just so likable and honestly very relatable for me. Helping people through counseling has always been a personal goal of mine, so it’s always interesting to see how characters doing the same are portrayed. And while his overarching plan is something I don’t agree with, wanting to help people drives you to do crazy things sometimes. I felt for the guy. I enjoyed all the hangouts with him, and felt like I really understood his goals. The way his entire story was crafted did an incredible job of divulging all the right information at the right time. Before Akechi 2.0 came around, he was my favorite part of the game! I love the confidants and the stories they tell and interacting with them and all that. I looked forward to ranking up Maruki and trying to see what he was all about. The more I learned the more I liked him. Before, during, and after the palace my feelings about him didn’t change much. The man went crazy sure, but I still couldn’t bring myself to hate him or even dislike him. I love the man! My SO had no mercy for the man during the boss fight, but I felt bad seeing her kick his ass! I thought they did a good job mixing up the motivations for Maruki as a villain. Making him a confidant made it so much more difficult to picture him as the big bad evil guy. Plus he has like one of the best songs tied to him in Ideal and the Real. I’ll mention that as much as I feel is necessary.
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      So now I’ll go through all of the smaller details that I really liked in no particular order. Kichijoji was a great destination, gave me a lot to do over the course of the game. The phone calls after you hang out with a confidant are a very welcome addition! It’s a way to fit in more dialogue which I always love, and gives you a chance to rank up the confidant a lot quicker. There’s the fact that Morgana no longer forces you to sleep nearly as often, letting you at least mess around in LeBlanc, which helps rank up your social stats. I LOVE THE DARTS MINI GAME. And I’m so glad it also gave you an upgrade for your baton passes. I did not play enough darts. The jazz club was also MY JAM. Again more dialogue, great music, and a fun way to give your confidants new skills or stat boosts. One thing that I find really funny is the way they handled Valentine’s Day. They CHANGED IT. I know they added a lot of new stuff to them for new story reasons. but they CHANGED THE CONTEXT OF THE DATES. For example, in the original P5, Kawakami makes it VERY CLEAR what’s going down later. Ann too! But in P5R, that context is GONE LMAO they really went and changed the dialogue to be less sexual. It’s strange, but mostly I found it funny considering Takemi’s max rank conversation is untouched, among plenty of other ones. Anyway White Day was a GREAT addition! The final part of the date overlooking the city is AMAZING. That reveal made my jaw drop. Speaking of things that changed, the Christmas date also changed, and I like the change a lot! Watching the snow fall from the window on the bed was a great touch. The changes to boss battles and some parts of palaces because of the grappling hook were very welcome. The grappling hook itself was also extremely handy. The thieves den is an incredible addition that adds SO MUCH NEW DIALOGUE AND CONTEXT THAT IT’S A CRIME THAT IT’S HIDDEN IN THE DEN! Anyway. I’ll never say no to new personas. The showtime attacks are a GEM. The new music in this game is AWESOME. I can’t stop listening to the soundtrack. I really enjoyed getting to see a little bit of the dynamic between Sojiro, Futaba and Wakaba. I never knew just how much I wanted to see that until I saw the bit of it in the late part of the game. I don’t remember if it was in the original game, but I LOVE that one of Yusuke’s battle lines is “How do you want to do this?” LOVE IT. Oh Chihaya’s confidant boosting fortune reading was SUPER CLUTCH. Extremely good quality of life right there. I love the extra little bit they added to the warden’s confidant, getting to take them out of the velvet room and show them around. Super cute. Iwai’s gun customization was pretty sweet. Adding Jose to mementos was strange, but very welcome! It made going around much more interesting. Oh speaking of, buffing Ryuji’s instant kill was a GREAT idea. Haha Morgana go vroom vroom. The alarm in the velvet room was also awesome and made making the perfect persona a million times easier.
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     It’s been a few weeks now since I’ve finished the game, and it’s unfortunate that I can’t remember more of the little things. This whole write up has been an on and off thing since I finished P5R. Still I love the game and don’t really have any complaints. Well maybe one: LET ME FEED YUSUKE. Someone please feed that man. I forgot how much I loved playing the original game, and going through it again with all the new stuff was a total pleasure! And obviously the 3rd semester was an incredible experience. If you like the original a lot, and it’s been a while since you played it, get P5R. If you never played the original but were interested in it, get P5R. Anyway that’s all I got to say about it.
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rainbowserenity · 4 years
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I finished the FF7 Remake, and oh boy do I have THOUGHTS!!!! It’s been like an hour and a half and I’m still riding that high omg
if this was just the first part, I can only imagine how the rest of the game’s gonna go...
Anyway, rambly thoughts under this beautiful screenshot of Tifa I took:
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- This game was seriously SO FUN???? I honestly can’t remember the last time I had so much FUN with a game...they really did so well with all the gameplay mechanics and having a good balance of everything, so A++++ for that!
- They weren’t kidding when they said this would basically be a ~full~ game on its own, despite only being the first episode....I got close to 50 hours of gameply (although a lot of it was just me farting around doing nothing lmao) and nothing felt like it was lacking :D
- I really liked (most) of the new VAs! I was kinda worried about Barrett in the trailers, but he came through for me lolol even the NPCs sounded awesome!
- We all know Don Corneo’s a pig, but I actually really enjoyed his scenes because his VA was clearly having so much fun with it ahaha~ And I LOVE that they kept in the “I’ll cut them off/smash them/rip them off” lines pffft. Too classic!
- I LOOOOVE all the stuff they elaborated on....it was nice to see more of Midgar and hang out with the AVALANCHE nerds. I remember not really giving much of a fuck when they died in the OG, but I was full on sobbing at Jessie’s death scene in this game a;lskjf;laiwjef
- I thought the battle with Rude was kinda clever, that he wouldn’t really hurt Aerith but just kept putting her to sleep when you switched over to her...so RUDE hahahaha B)
- I WAS NOT EXPECTING TO SEE CAIT SITH???!!! It makes me wonder if they’re gonna have a different way of introducing him, or if he’s gonna have a different sort of role...maybe Reeve will finally tell us how he operates a robot cat with a Scottish accent
- I loved the little details in the animation, like how when you climbed all the stairs in the Shinra building (because of course I did that lmao), Cloud gradually got slower and slower...or how when you controlled Tifa, she was naturally faster. And how Barrett sort of ‘limped’ when he climbed the ladders cause he just has one hand......I love tiny details and effort like that ahhh it warms my cold black heart!!!
- speaking of which, if you watch Red XIII pull the levers....you can kind of see how he’ll be able to pull off the sailor suit later on lmao I love him
- WALL MARKET!!!!!!! Definitely my favorite chapter omg alskdjflaiwejf The dance sequences were PERFECT!!! When did Cloud learn to dance?! I can’t wait to go back and replay that chapter lmao
- AERITH SMACKING THE GRUNTS AROUND WITH A CHAIR ADDED TEN YEARS TO MY LIFE
- So much of the game gave me XIII trilogy vibes....a lot of it was the music, but the gameplay and some bosses made me feel it too :D
- Am I crazy.......or were practically all the scenes with Sephiroth amazingly gay??? like idk if it’s just Hoech doing that, but........damn
- I officially ship Cloud/Tifa/Aerith as an OT3, but Tifa/Aerith were so cute and gay ahhhhhhhh~ Even if you don’t have shipper goggles, they did amazing at really elaborating their friendship!
- Honestly, all of the relationships between everybody were SO well done without it seeming like they were trying too hard. It felt so natural and easy, even between the NPCs, A++++ to the writers
- Battle-wise, I liked playing as Tifa the best, mostly because I typically enjoy using speedy characters. I actually liked playing as Aerith the least, even though I also enjoy using mages...Barrett took some getting used to, but he grew on me. And of course Cloud was lovely~ It’ll be interesting playing as Red eventually, I think he’ll be really fun to control
- I wonder if Yuffie’s eventual appearance will be handled differently, because they really kept emphasizing the whole “AVALANCHE IS WORKING WITH WUTAI!!!!!!!!” angle....and I doubt Yuffie will be an optional party member, so there might be some more story stuff there. I bet with Vincent they’ll just make waking him up mandatory lmao
- Going back to Wall Market....am I crazy, or was Chocobo Sam the only possible straight one of the trio 8D Madam M was clearly pansexual, don’t @ me
- AERITH SAID SHIT
- tbh I’m still trying to wrap my head around the ending, so there may be rambly tags in gifsets eventually, but....
- ZACK???????????????????? EXCUSE ME I WAS NOT EXPECTING TO SEE MY HUSBAND!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! YA’LL SHOULD’VE HEARD THE NOISES I MADE A;SLKDJF;ALWIEJF;ALWIEJF;ALWIJEF;LAWIJEF
- AND THAT “I’LL GO GET KUNSEL” LINE????? EXCUSE ME???????????????????????????????????????? WHY WOULD THEY PLAY MY HEART LIKE THAT?????????????????????????
- ........................................................I don’t much care for Zack’s new VA :(
- Though I think I’m just biased because Rick Gomez was PERFECT and always how I pictured Zack’s voice....this new one just doesn’t quite do it for me and that makes me sad :( - BUT HE’S SO BEAUTIFUL!!!!!!!!!!!!!!!!!!!!! ZACK EXIST AND MARRY ME!!!!!!!!!!!!!!!!
- seriously, how was it possible for him to get MORE beautiful???!!!?? I’m gonna cry just thinking about it rip
- I was talking to a friend about the ending, and she had what I think is a good theory that the Whispers have seen things play out before and this is just a reoccurring timeline. It would explain why Cloud had visions of Aerith praying for Holy, why Tifa saw Meteor, how they saw Red running around in the future... (plus, this was sort of the plot of Type-0, so it wouldn’t be the first time it’s been done lol)
- tbh though, I’m not sure how the possibility of Zack not going to Hawaii will play into things. Cloud’s cocky personality is a result of his trauma from Zack’s trip to Hawaii....so if that happened differently....
- Maybe Asshole Hojo picked Zack up??? Because he did seem to know who Cloud was and was all interested in furthering his ~experiments~ so it’s entirely possibly he’s a dick and has Zack locked up somewhere again....
- OR maybe Zack’s just in hiding and that’s what the “I’LL GO GET KUNSEL” line was all about, since Kunsel knows all?? IDK MY HEAD HURTS
- That being said, I need to think about things more and as I mentioned, there may be rambles in my tags in the coming weeks ahaha~
OVERALL, this game was a BLAST!!!! I loved it so much, and like I said, I can’t remember the last time I had so much fun playing something. 10000000000/10, highly recommended to the world and I can’t wait for the next part!
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fillybuildsahouse · 4 years
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I am VERY curious about why you think the writing of outlast is subpar (and quite frankly? You’re not alone in thinking it was :/)
THANK YOU I WAS HOPING SOMEONE WOULD ASK-
Okay so I feel like I should preface this by saying: I like Outlast gameplay-wise. I could probably nitpick a few things here and there, but we’re here to nitpick poor story structure not gameplay >:3c 
The most obvious (and frankly the worst most terrible) reason that I despise the story is because the ending (where your character Miles gets possessed/becomes a new demon host or whatever and immediately gets shot) is a HUGE bummer and really makes everything you go through to beat the game feel completely worthless and like you’ve just wasted a whole lot of your time. Putting that aside though, (for now) I’m gonna start with what I felt was the turning point in the writing, which was the single objective: Find Father Martin (or smth like that I don’t remember the wording shh).
By this point there is literally no reason why Miles should trust Martin. Before this point in the game, he see’s you almost unconscious and certainly hurt and just calls you a prophet and leaves you, shoots you up with a syringe of something that makes you pass out, sends crazy goons to ‘look after you’ (goons which defy that order and just end up trying to kill you while naked which is completely unnecessary by the way there is literally no nudity in this game that means anything or has any purpose). Not to mention that every note you find relating to him clearly depicts him as unstable and the leader of a cult. He mentions once or twice that he’s glad your safe and that he doesn’t want you to die but would that be enough for you to disregard all that, and try and find him once you get outside instead of taking your chances with barbed wire?? (Not to mention - and this is a nitpick I know -you find a shed outside with no bolt cutters but certainly tools that looks sharp enough to cut a hole in the fence so???). 
Aside from all that, following Martin eventually leads you to his mock crucifixion thing. This is the point where I realized that the cult storyline doesn’t really have a purpose except to have a reason as to why goons are after you, and I guess to through some admittedly cliche’ ‘spooky religious’ imagery at you (My favorite thing is that this troupe always boils down to ‘What if... Christianity was SCARY and A CULT’). 
What bothers me especially about this ‘following the crazy cult leader for no reason’ bit is that most of my problems with it could be solved with a single note, weather from Miles or a file in the asylum. Just anything that suggests that Martin either knows the only way out, or is the only thing stopping you from leaving, meaning it would be best to go with his plans until you can safely leave. 
It is at this point that I would like to mention that the doctors portion of the game, wherein you get captured and tortured and loose two of your precious fingers, is my favorite part in terms of story because it’s so tight and it makes more sense to me than most of the story and conflicting character motivation in this game. This doctor guy is crazy and he likes to torture people. He doesn’t know you, but he doesn’t really need to know you, and the fact that he speaks like a sane person makes it all the more infuriating that he’s going to do this to you just on a whim. 
When you’re being rolled around strapped to a wheelchair, there’s a bit where you see the open exit. The glowing red exit sign and the dark abyss of the storm outside is so close yet so far that it hurts, and this is made even better by the doctors dialogue, which taunts you with an offer of waiting while you frolic in the crisp outside air for a while. Then he cruelly wheels you (backwards so you can see your exit slipping further and further away as you go) into the elevator to torture you. This part is great! This part of the story is tight and self contained and it doesn’t interfere too much with the rest of the plot once the doctor dies. Also, giving the player a glimpse the exit (not just a way out but an open, earned, and easy-looking way out) and putting it  just out of reach like this is not only a cleverly cruel bit of writing, but it motivates the player moving forward by dangling a silvery thread of hope in front of their face for a brief moment before yanking it away. 
Credit where credit is due, you should never get to the point in a survival-based horror game where you’re saying ‘by this point I would just lay there and die honestly’ and this part prevents that from happening, if only to get you to a bad ending. 
There are other details that I’m not remembering I’m sure, but MOVING ONTO THE ENDING WHICH IS TERRIBLE. I just wish once that the ‘experiment gone horribly wrong in a horror game’ thing didn’t lead to the realization ghosts or whatever are real. I wish the walrider really was just a myth that crazy people saw in their dreams due to the experimentation. Because now not only does it take away a touch of originality (I wanted them so badly to go with the ‘it’s Billy’s suspended consciousness and because he’s now criminally insane it’s killing people and going nuts and making crazy people even crazier) but it validates every crazy rambling lunatic you come across who insists that the walrider is real. I don’t want those guys to be validated even a little bit! I want them to be wrong and crazy! 
As for Miles dying. Obviously it’s disappointing, and a huge bummer, and makes the whole game feel like a serious waste of time rather than a journey or a horrifying but otherwise fun experience, but they really kick you while your down with the realization that killing you doesn’t kill the walrider. The thing that you worked through the whole game to defeat, that posses you and drives people crazy, doesn’t get defeated by the end. Usually in a horror story this would be fine- if it had been written differently, I might even be fine with our character dying as well! But I can’t even comfort myself over the death of all my wasted effort because his death meant nothing in the grand scheme of things! The walrider is still out there being the source of cults and making people violent and crazy!  
Not to mention that while I was playing me and my brother gave Miles a wife character named Nancy because it was comforting at the time, and nOW HE’LL NEVER GET HOME TO SEE HIS BEAUTIFUL AND LOVING WIFE CAUSE HE DIED FOR A BADLY WRITTEN PLOT
GOSH this got long, but those are my thoughts! Fueled by my annoyance of sub par writing and the fact that I only got four hours of sleep last night! Enjoy and lemme know what y’all think or if you found other issues/gems in the writing that I didn’t catch!
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monkey-network · 4 years
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to Defend Desti’s Death
I’m not particularly one to make major response posts like these, but I feel these thoughts I’ve had have simmered for quite a while now and I just wanted to get this off my chest. To some that may know, I’m a fan of the Anime Arc cuz honestly, it was fun and hype to sit through. On the look back, it still is, even with the noticeable drawbacks. But I won’t deny that the moment we fans know is divisive is one for a reason. For some, it was bad and other say it was good but frankly I haven’t seen many properly explain why. Which is where I want to come in momentarily, give my two cents on why Desti’s passing worked on an objective level.
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Initially, and I hate doing this, but I gotta respond to the most notable saying of why it doesn’t work. So link here for the argument: https://todpolle.tumblr.com/post/185301760988/meme-gene-scene-how-to-kill-a-life. And I only wish to say, no hard feelings @todpolle. I’ll get to the main argument in a moment but I wanted to discuss the setup point where it revolves around the deaths of Avocato from Final Space and Gamma from Sonic Adventure. 
Now truly, I remember these passing moments fondly but I feel that comparing them to Desti’s death is noticeably unfair if we wanna talk contextually. Like if we’re taking both series to its full context, Final Space has the disadvantage where it resurrected Avocato while SMG4 kept Desti dead; the resurrection not only undercutting the weight of the initial departure but having not as much weight as before. Much as I like Avocato, having a “No One’s Ever Really Gone” approach to Final Space kinda devalued the idea that death is permanent for Gary and his friend, if only for a moment. If Desti’s resurrected later on, I’ll eat that crow, but that is doubtful. Though, if we take season 2 out the equation, it’s fair to say both deaths have their considered impacts with who it affects especially. 
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I’ll express that a little later, but I want to move over to Gamma’s death where, and I hate to say this, it’s an unfair comparison all around cuz Gamma’s story doesn’t have the same set pieces as Desti’s because contextually his death was understandably sacrificial, he willingly self-destruct after knowing his true identity. Heck, you can’t even stack Gamma’s with Avocato’s because his heroic death meant something far different than the other two. Nah, I say the death reminiscent to Desti’s the most is with Aeris’ of Final Fantasy VII. But, I think it’s fair to first point out what this counter purposefully omitted: Desti’s character.
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Now it would stand to believe the most we see of Desti aside the anime arc is “If Mario was in Splatoon 2”. But to say that is all to her character is being ignorant towards her character because the anime arc furthers expressed who Desti was as a character. She was prideful, no-nonsense, loves being a step of Meggy even when it means playing unfair. She was basically Meggy put to a logical extreme. In “Splatoon 2″, “Meggy’s Bootcamp”, and “Mario Showdown”, we see that seed of how much Meggy means to her as a rival and how focused she can be when it came to their rivalry, considering her the biggest threat in the Splatfest games. These traits are expanded in “The Splatfest Incident” where she is willing to her pride aside for a moment to help the gang find Meggy when she goes missing. The search for Meggy doesn’t throw away her hot-headedness and pride however, as we see in “The Inkling Disappearances” and “Mario and the Experiment” that she is more than willing to throw down regardless of what stands in her way, even to where she’s making her and Meggy’s escape into a challenge. 
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More importantly, we get to see a soft side of her where she isn’t fully aloof and tries to be there for her team, or those she come to find as close as she gets. You get to see her bond with someone she wants to fight free and true to form. I say the writers did their job in giving us reason to stand with Desti, make us like her beyond being the Negachin. She’s much the better half to Meggy, the Zero of Megaman X, the being our main inkling girl strives to be in the right way. Now, I wanna talk about Aeris.
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Aeris was a very cool character in my eye when playing FFVII. She’s not Tifa but she still had a badass charm to her, especially in the part where she and Cloud go a rescue/date to infiltrate a brothel that held Tifa hostage by helping Cloud disguise as a woman. It slows the game down in a good way, giving us some time to know Aeris. Like Cloud, you get to feel just as attached to her, in both the story and gameplay where she is a boss when it comes to magic. She shows herself as the one that helps Cloud shed his initial machismo and is a very considerate friend while they’re on the journey to escape Midgar. She certainly has more of a character than what most of the images on Google would make you believe. I’d say like with Aeris, the anime arc subtly make you invested in Desti. And like Desti, it happens...
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Now I can say, yeah, this shouldn’t make sense. But really, as much sense as I wanted to wrap my brain around why this shouldn’t have happen, this emotionally got me every time. I say what makes this work, what makes Desti’s death worked, comparative to the previous mentioned, is how it worked it’s way both before and after the moment. For Aeris, you can feel the weight of her loss in our main characters in the story and in the gameplay where with her gone, it’s pretty hard to fill the void of what she excelled at. Put that with what we got to see of her which makes the loss all the more shocking. Which makes Cloud avenging her with his final conquering over Sephiroth all the more cathartic. Now I’m not saying Desti’s death had as much intentional thematic development as Aeris’s, but when you take into account how it is structurally, especially the aftermath, the oomph of it all feels just as real, feels respectfully impactful for what it did.
But before I get to my main point, I wanted to address another point against this case where “SMG4 was supposed to just be a comedy like Spongebob and such, this totally goes against that tonally.” Which, I don’t know what else to say beyond “Did we watch the same show?” I can understand not liking the 2nd half of the anime arc writing wise, but it’s not like the arc turned everything into a whole different show all together. We weren’t getting some Heavy Rain type melodrama shit, the tone of the 2nd half was clear, the objectives were there. It wasn’t that heavy-handed, it wasn’t that serious, they didn’t sacrifice the comedy all together for some oscar-bait Gotham brooding bullshit. A dumbass Monkey like myself could understand the direction the bros were going with that arc, regardless of whether I liked it or not. It is pretty myopic to think a series like this can’t and shouldn’t be anything else beyond a skinner box type comedy, because god forbid experimenting with the stories in lieu committing to a considerable routine most of your career to keep a certain mindset happy and buttfucking numb. *sigh* I apologize. To carry on...
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I’ve talked about this before, so if you want here’s a link about the funeral scene of the arc’s final episode (quick read), but I wanna say that with Desti’s passing, they treat it with respect. They have their couple of jokes, but they don’t treat it like a joke; Desti's death would’ve been a lot more insulting to me if they didn’t take it as seriously. It showed that yeah, that shit hurt, it was not expected, and we’re with the gang as we see Meggy and them send her off, guns out. We’re with the characters where all that happens and it felt... organic. Like I said before, Desti was “someone who appeared to be distant and feisty but still had a heart. Someone who was among people that [grew to] care about her, in life and death.” Whether we consider it was for shock or not, she made her impact, it hit hard in the end, and they made the moment matter in the respective time.
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And like Final Space, this affected the likes of Meggy the most, a character that had the most connection to Desti than the others, all while the others respect her grieving and trauma that came with it. Moments like “Something’s Up With Meggy” and “Mario Does the Chores” show that that stuck with her for real, and they don’t treat like some sick running gag. SMG4 mentions it not long afterward but respectably knew not to dwell on it for the rest of the year until “The Grand Festival” where it comes back as a soft, yet optimistic reminder.
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Now I won’t say you can’t have your issue with the arc, I have my issues with it. But to say Desti’s death was crap was to objectively ignore the effort they put into making it a solid plot point, a solid heel turn for both Desti and Meggy. To ignore that they gave us a good character to basically just feel mad that they pulled the rug from under you. And I would’ve been mad too if killing her off was done poorly, but it wasn’t. The bros didn’t make a whole masterpiece, but they did what they set out to do and I say they pulled it off well for what it was. For who Desti was.
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neokad · 4 years
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The Legend of Zelda - The Wind Waker! (HD Turbo Championship Edition)
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Hi everybody!
As I plan to revisit many Zelda games I haven't played in years (or at all!) in the upcoming months, I finished what used to be one of the most controversial titles in the series for the second time, and the first in four years! And to my shock considering what I've heard about this adventure over time, I fell in love with it all over again 💗
I'd actually like to start this humble review with this analogy: What surprised me the most while replaying this game, is how its overall structure and world are. I feel like the best way to describe this game is like this: A perfectly balanced mix - as all things should be - between a classic Zelda quest, and the much more revolutionary Breath of the Wild. Now, I gotta say, it may be strange to some people to compare an older title to a newer one to describe it, but I promise it'll at least somewhat make sense at the end of this review... I hope O_O
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But hey, we might as well review the plot early as usual! Well, there honestly isn't a lot to this story as usual for most Zelda games, but it is pretty solid regardless. Basically, as the ambient intro of the game teaches you, the ancient land of Hyrule got flooded by the gods, as Ganondorf tried to conquer the land with no Hero opposing him. And ever since that event, the world has been flooded with the Great Sea, only leaving many small islands and some people behind to rebuild the world. And so, many years after this happened, we find this game’s Link on his 12th birthday, wearing the “Hero of Time’’s clothes for the occasion as a longheld tradition. BUT, as this supposed happy day happens, his sister Aryll gets kidnapped by a giant flying bird to the Forsaken Fortress - as many other young girls. Naturally, Link tries to go save her with the help of Tetra - another young girl that escaped captivity thanks to her crew of pirates. With the help of her companions and their ship, Link sets out for the fortress, but as he is clearly underpowered, he gets demolished there by none other than Ganondorf, and washes up ashore, unconscious on Windfall Island, greeted by... a talking red boat! And this same boat tells him he must collect the Three Pearls of the Gods in order to gain access to the Master Sword, to finally save the kidnapped girls! This is not the whole plot of course, as I’m hiding some actual plot twists from you, the reader, buuuut I will say that while it’s not the most developed tale out there, it’s well done! But I feel like what drives this the most is certainly the art style and the characters themselves. See, I firmly believe this game has the best Link in the ENTIRE SERIES, no questions asked! He’s expressive, funny, endearing and he just looks so dang adorable! Part of his charm is definitively thanks to the situations he’s put in, but I think it’s mostly because of the game’s artstyle. IT’S BEAUTIFUL
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Yes, granted, it’s not nearly as detailed as many games you’ve probably played, but the cartoony style they chose for Wind Waker really makes the locales pop out, and made the slapstick in the game that much more endearing! Plus, some of those shots just look, well, breathtaking really.
Speaking of character expressions and slapstick, I also believe Wind Waker possesses a very memorable set of NPCs as well! Be it the employee in the battleship game with his twofaced personality, or anyone involved in the many sidequests all over the islands, I’ve built lots of memories just traveling all around the sea, reading and delivering letters, just to get to know those people more! And it turned out that a good chunk of them gave me a good time!
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Well, let’s talk about those travels, shall we? Wind Waker got (in?)famous over the years for having sailing. Lots of it. And especially in the original Gamecube version, it made travelling slow and boring to some as a result. Basically, you needed to constantly change the direction of the wind in order to travel as quickly as you could. Suffice to say, switching the wind’s directions this often got irksome pretty quickly : P Thankfully, the HD port on the Wii U does give you an optional Fast Sail in a side quest! As early as the second island in the game! Which means that those who found the sailing unbearable in the original will have a better experience ^^ But regardless, there’s a lot of sailing in this game, which is what replaces running/rolling around on the overworld. And instead of having different regions, they’re all replaced by 49 islands of different sizes and importance! And this is where my BOTW comparison will shine~ I think this game is pretty close in spirit to Breath of the Wild in some ways. Sure, unlike in that game, you’re locked to a certain sequence of items/dungeon/progression, just like a classic Zelda experience! BUT!  Wind Waker also allows you to explore 40+ non-important islands, and sailing between them in anticipation of what you might find there is suuuuch a good feeling! Plus, there’s many treasure chests to loot (both major and minor) while you’re travelling on the big blue. Due to how much you can find in your way off the main quest - while being far away from the suggested path the game wants you to do at the moment - gives this game a very open feeling despite still having a linear quest to it! And I think this element of discovery and exploration in a linear format - coupled with the great visuals and ambience the sailing offered - made this game so, so, so much fun to play <3
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But what about the gameplay and dungeons themselves? Well thankfully, they’re both quite good as well! What I like most is how much of an improvement swordplay got compared to Ocarina of Time. Not only are the enemies generally more diversified in strategies and design, Link also received many new moves to his arsenal, and those made combat so much more intense and exciting! Though it did make the game very easy overall thanks to having so many options... alongside you not taking very much damage for most of the game :P Still, the dungeons made up for this! They’re quite fun and pretty well paced, and each offer some quite nice ambience as well!  Although I will say that the late part of the game has two dungeons with pretty similar concept, which while fun in their own right, did feel a little uninspired despite them having clever puzzles :/ On a semi unrelated note, the intro sequence at the Forsaken Fortress has you playing a stealth sequence, and you coming back to it later while able to defend yourself was a high point for me!
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I do want to leave a quick note about the music, and honestly? It’s pretty great as well! Like I pointed out earlier, the dungeons create some very fitting atmosphere, but as soon as you’re outside them, many of the main islands have some very pretty, energetic music that is PERFECT for a Zelda game (especially Dragon Roost Island), and the Great Sea theme is very adventurous and grandiose, which motivates you even more to set out and explore! Though it’s somewhat strange that many smaller locations have no music at all, which makes sense to be fair, since those islands are usually pretty small from the outside ^^
Overall? I expected to only like this game, but I ended up adoring it! The Wind Waker is a marvelous journey that leaves a lot open to the player about how they approach the game, while still giving you enough of a compass to never be lost! And a competent story with charming characters and great music certainly help to make that adventure all the more memorable! Though I suggest you all should play the HD version if you can, since it has the fast sail and better looks. BUT, it also heavily tones down the infamous lategame Triforce fetch quest. (While it did not make much sense story-wise since you could just do spoiler without it before, I didn’t find it all that bad in the HD version since you can do some of it before having completed all other dungeons in the game ^^ But yes, HD or not, this is a grand adventure! Play it! 9/10
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retphienix · 4 years
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Credits are rolling as I type because I saw fit to forego capturing since I didn’t REALLY do a live playthrough on the blog and instead just showed off moments here and there.
Just wanted to say, that was damned good.
It gave off such a dnd vibe to me and since I’ve yet to indulge in that truly it was a nice romp.
But seriously, what an awesome game with even more potential if more were to come in the series. Phenomenal writing and a very simple but ingenious gimmick of making magic simple but full of potential since it interacts with the elements and environment. A+ stuff there.
Did get a chuckle out of the ending slides surrounding a CaC gaining divinity basically just sliding the camera onto the same image 6 times where it clearly would be different slides if you used a default character lol.
What to dwell on...
Combat in the game was phenomenal! But it’s funny to me how it ended up in MY party.
Since I made the grave mistake of letting all the companions maintain their default classes I ended up with a rather eclectic combo and my OWN stubborness lead to me sticking to that for the most part.
Beardy as a full on warrior in the vein of my old WoW character. He ended up being a friggin’ godsend to the team since I ended up going more physical damage than magic (but still a 2/2 split team count wise TECHNICALLY).
Going heavy in 2h weapons and stength just resulted in him tearing everyone apart at a moments notice all while having his hand on that idol of resurrection so I could literally never be too risky with him. (A touch of a difficulty equalizer in some cases and complete nullification in other instances sadly)
Beast ended up molded to straight hydro for heals all while wielding the biggest shield I could manage at any moment and stacking con/int. He was bulky, sure, but didn’t really abuse that much and instead spent every battle freezing everyone with freezing blast and rain, or saying screw it and using blood rain with his torturer perk so everyone bled while he spammed heals. It was effective but mostly just CC.
Fane was the second MVP if not total MVP? Beardy really did the most all said, but Fane? A Necessity At All Times.
He was holding the second idol, though rarely needed it (neither did Beardy to be honest, but still).
Fane went all in on summoning, and aero as his secondary for when he ran out of spells etc.
His incarnate was insane through this run, I love how summoning can honestly give you either a huge physical damage output buff or any element you please. His summoning is why my 2/2 split party ended up leaning heavy on physical, because it made more sense to abuse a physical incarnate’s output than to constantly grab a water one (for restoration magic and water damage) or fire or whatever else.
Having powerful shock spells was nice too. But mostly he summoned and then buffed his summons. I INTENDED to stack some poison related spells on someone for healing him, but Fane ended up going the entire game after act 1 without healing outside of bottles and he did just fine. God that sleeping bag or what have you is op for out of combat and who needs healing in combat when you have an insta-rez on death and tons of damage going out.
Oh and by the end I decided to spend like 144k on a ring with 1/3rd the magic defense on it because he permanently poisoned him. So that was nice.
Sibelle did fuck all the whole time.
Which is rude to say, sure, and you’d be right to say that. I ended up enjoying Sib’s character and she did put out some nice burst damage in physical form at the start of most fights.
But I never gave her a chance and it shows. (in terms of build).
She joined as a worthless rogue with no invis or survivability and dual wield burst being her only tool, and instead of fixing that with some invis or survivability, I said “Sure, Sib. You’re a lethal assassin. Tell me how that works out.” and she proceeded to spend like 60-70% of the fights in the game face down in the pavement because after her initial burst of damage she’d die and I couldn’t be arsed to care.
She lived the final fight just fine though, go figure. She didn’t go down once and actually pulled her weight for more than just the first round. How novel a concept, Sib. Maybe next time grab some other talents outside of just scoundrel and dual wield.
What a self burn where I say I stubbornly made a bad character and it’s their fault. lol
Speaking of those idols real quick, it cracks me up how the one fight I completely botched was saved by them. When I ran into the paladin leader in the basement I decided to take him out since I heard he was with the black ring prior. I killed HIM just fine, but the rest of them were 2-3 levels above me and were rough as all hell.
Eventually it was Beardy, alone, in a corner, surrounded, and after like an hour of combat he finally fell. Everyone de-aggro’d. He rezzed with the idol. And I calming rezzed my team and walked out having killed the only person I needed to (and a couple extra). That was an amusing moment.
I love how the game would occasionally, with a straight face, do the most fantasy trope things possible and it felt FRESH since no one would dare do them today.
Things like trolls guarding bridges and a lot more I’m blanking on because of the credits rolling. I just appreciated that and found it really fun.
Credits just finished so I was reminded of the gift bags and what a damned shame!
When I first read up on them it was through a video showcasing how they can break the game etc A vid I’m sure someone would be aware of it they were aware of the subject matter.
Apparently at one point you could use them whenever to change and add features and still get credit for achievements/trophies etc. But that changed at some point so all these interesting gameplay tweaks are just sullied by you not getting credit for stuff.
Sure, that’s dumb of me to imply, but you know I’m right. No matter how much we fight the implication that trophies matter they still do to some degree. I, for one, like scrolling through them as a sort of list of past exploits, I even get some nice memories from doing just that, but activate a bag and you don’t get to write down that achievement.
Meaningless, sure, but enough of a dissuasion to prevent me doing it :/ For now at least. They really are a list of fun features to toggle! But why I harp on it is that some seem like 100% quality of life and nothing else and you still can’t use them without it disabling trophies :/ Things like “Sprint” for moving about the world faster, lord.
Achievements are such a stain on gaming, I swear. For a hundred reasons, and for making some like myself in this instance AVOID fun because we don’t “get credit” oh fuck off trophy. If you didn’t exist I’d have had more fun, hence why going back to play older titles that don’t have them is such a pure joy.
Bleh. I play into it AND hate it.
Anyways.
What’s there to say. Divinity 2 was a blast, I do wish for a more refined one later on but this was such a unique experience none the less.
Roughly 110 hours of gameplay (minus AFK time I do in damn near every game so I’ll say it was like 100 hours) and I’m left too speechless to say half the things that came to mind while playing. Darn it.
A+ stuff. I’m honestly still impressed that such a content loaded single player experience is ACTUALLY all that and able to do 4 player coop.
Sure it’s technically understandable, but in terms of what games, you know, generally do? That’s unthinkable to me. That’s the kind of thing that’s reserved for tabletop, hence my early mention of dnd. You don’t usually see a story driven things like this being coop on console- and if you do it’s lightly handled in a way where the coop player doesn’t matter. Like Fable 2 henchmen, or Fable 3 where the coop player might as well not exist and just shows up to do fights and follow the main player.
That’s the term.
Most coop rpgs have the MAIN player and then coop buds assuming they implement coop.
This game is more of a 4 MAIN players all at once situation and I’m entirely unfamiliar with that in gaming other than tabletop.
OBVIOUSLY this wasn’t too much of a big deal for my single player playthrough, but other than that it was almost always on my mind and lead to me starting 2 other runs with friends :) (that both pretty much died out because they both struggle to find time to play games as is so sitting down and coordinating 3 people for 2 separate coop runs of a 100 hour game wasn’t really happening- now I understand dnd groups pain lol)
Enough rambling when I admit I have lost all my talking points. Good game.
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